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Difference between revisions of "Battlefield Hardline"

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|series=[[Battlefield]]
 
|series=[[Battlefield]]
 
|date=March 17, 2015
 
|date=March 17, 2015
|developer=Visceral
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|developer=Visceral Games
|platforms=PC<br>Playstation 4<br>XBOX One
+
|platforms=PC<br>Playstation 4<br>Playstation 3<br>Xbox One<br>Xbox 360
 
|publisher=Electronic Arts
 
|publisher=Electronic Arts
 
|genre=First-Person Shooter
 
|genre=First-Person Shooter
 
}}
 
}}
  
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.
+
''Battlefield Hardline'' is a spin-off entry in the ''[[Battlefield]]'' first-person shooter series (released between ''[[Battlefield 4]]'' and ''[[Battlefield 1]]''), developed by Visceral Games instead of DICE. Instead of pitting armies against each other, the game focuses on the "war" between criminals and police.
  
 
As in previous games, player take on as one of four classes:
 
As in previous games, player take on as one of four classes:
  
 
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.
 
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.
+
*Enforcer is a powerhouse class (a pseudo analogue to the Support), wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.
*Mechanic class is the stand in for the Engineer, using sub-machine guns, revolvers, a 40mm grenade launcher, and during the first Beta in June 2014, a rocket or missile launcher. A blowtorch is available for vehicle repair.
+
*Mechanic class is the stand-in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool
 
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.
 
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.
  
All classes (as of the beta) can equip the zip-line launcher (a crossbow), grappling hook launcher and gas mask in place for their regular gadgets.
+
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets.
  
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car.
+
Rocket launchers and light machine guns are not available as parts of loadouts, but can be found as "Battle Pickups" at fixed locations on the maps, or taken from the trunk of a car if the proper upgrade has been purchased for it.
  
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases.  
+
As in many prior ''Battlefield'' games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team.
  
 
{{Game Title}}
 
{{Game Title}}
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=Handguns=
 
=Handguns=
Unlike previous games in the series, pistols are now class-specific to an extent. For example, the Operator class can choose between the 9mm 92FS/Glock 17 or the .40S&W P226/CZ-75.  The Enforcer gets heavy pistols, such the .40S&W S&W M&P, the .45ACP 1911 and HK45, and even the Desert Eagle.  The Mechanic gets revolvers, while the Professional gets machine pistols.
+
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10.
  
 
==Beretta 92FS==
 
==Beretta 92FS==
The [[Beretta 92FS]] makes an appearance as the "92FS", it is available only to the Operator class as of the beta.
+
The [[Beretta 92FS]] makes an appearance as the "92FS", and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.
[[Image:Beretta92F LeftSide.jpg|thumb|none|350px|Beretta 92F - 9x19mm.]]
+
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock "92FS" in the loadout menu.]]
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[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock 92FS in the loadout menu.]]
[[Image:BFHL92FS03.jpg|thumb|none|600px|"92FS" iron sights.]]
+
[[Image:BFHL92FS03.jpg|thumb|none|600px|92FS iron sights.]]
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the "92FS"]]
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[[Image:BFHL92FS02.jpg|thumb|none|600px|Holding the 92FS.]]
 +
[[File:BFH 92FS 1.jpg|thumb|none|600px|A sneaky SWAT operator with a kitted-out 92FS.]]
 +
[[File:BFH 92FS 2.jpg|thumb|none|600px|The suppressor blocks out the default iron sights, though.]]
 +
[[File:BFH 92FS 3.jpg|thumb|none|600px|Firing the Beretta. The slide doesn't go as far back as it should, this is also true when the pistol locks empty.]]
 +
[[File:BFH 92FS 4.jpg|thumb|none|600px|A frame of the mid-reload animation. Note the Inforce APL weapon light.]]
 +
[[File:BFH 92FS 5.jpg|thumb|none|600px|Dropping out an empty magazine. Note that the trigger is in double action mode, despite the weapon always being used in single action.]]
 +
[[File:BFH 92FS 6.jpg|thumb|none|600px|Powerstroking the 92FS's slide.]]
  
 
==Beretta 92FS "93R"==
 
==Beretta 92FS "93R"==
The [[Beretta 93R|Beretta 92FS "93R"]] it's one of the "hidden guns", it's the same "93R" from [[Battlefield 3]] which, of course, it's a normal 92FS with a resemblance of the 93R. It is an unlockable burst-fire pistol for the Law Enforcement Professional class.
+
The [[Beretta 93R|Beretta 92FS "93R"]] was originally one of the "hidden guns", it's the same "93R" from ''[[Battlefield 3]]'' which, of course, is a normal [[Beretta 92FS|92FS]] made to resemble the 93R. Unlike ''Battlefield 4'''s model, it has the extended magazine and ported barrel as it had in ''Battlefield 3''. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.
[[Image:Beretta93-1-.jpg|thumb|none|350px|Real Beretta 93R - 9x19mm]]
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[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]
 
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the "M93R" in the loadout menu]]
 
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the "M93R" in the loadout menu]]
 +
[[Image:BFH 93R 01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH 93R 02.jpg|thumb|none|600px|Reloading]]
 +
 +
==CZ 75 SP-01 SHADOW==
 +
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike ''Battlefield 4'''s version, it appears to be a 9x19mm model rather than .40 S&W.
 +
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]
 +
[[Image:BFH CZ75 01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH CZ75 02.jpg|thumb|none|600px|Iron sights]]
 +
[[Image:BFH CZ75 03.jpg|thumb|none|600px|Reloading]]
 +
[[File:BFH CZ75 1.jpg|thumb|none|600px|Racking the Shadow's slide from empty.]]
 +
[[File:BFH CZ75 2.jpg|thumb|none|600px|Mid-magazine reload.]]
 +
 +
==FN Five-seveN==
 +
Originally cut from release, the [[FN Five-seveN]] appears as the "FN57" in an update released alongside the Robbery DLC. It is an all-class sidearm, and it holds 20+1 rounds.
 +
[[Image:Five-seveN USG OD Gre.jpg|thumb|none|350px|FN Five-seveN ODG (Olive Drab Green) - FN 5.7×28mm]]
 +
[[Image:BFH FN57 01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH FN57 02.jpg|thumb|none|600px|Iron sights]]
 +
[[Image:BFH FN57 03.jpg|thumb|none|600px|Reloading]]
 +
[[File:BFH FN57 1.jpg|thumb|none|600px|Aiming a Five-seveN with "Improved Iron Sights."]]
 +
[[File:BFH FN57 2.jpg|thumb|none|600px|Releasing a used magazine.]]
 +
[[File:BFH FN57 3.jpg|thumb|none|600px|Mashing in a fresh one.]]
 +
[[FIle:BFH FN57 4.jpg|thumb|none|600px|The FN57, empty.]]
  
 
==Glock 17==
 
==Glock 17==
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the "G17", available as an unlock to Operators from either side of the law.
+
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' with a new model as the "G17", unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns. A variant outfitted as a racegun is available in the Getaway DLC as the "G17 Race"; this one is an all-kit weapon and fitted with a red dot sight and a compensator.
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]
+
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (3rd Generation) - 9x19mm]]
 +
[[Image:BFH G17 01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH G17 02.jpg|thumb|none|600px|Reloading]]
 +
[[Image:BFH G17 03.jpg|thumb|none|600px|Iron sights]]
 +
[[Image:BFH Glock.jpg|thumb|none|600px|Khai holds up drug kingpin Neil Roark on his own webcam with a Glock 17.]]
 +
[[File:Carver Custom G17.jpg|thumb|none|350px|Glock 17 race gun - 9x19mm. Similar to the in-game weapon.]]
 +
[[Image:BFH G17RACE 01.jpg|thumb|none|600px|"G17 RACE" variant]]
 +
[[Image:BFH G17RACE 02.jpg|thumb|none|600px|Firing the "G17 RACE"]]
 +
 
 +
==Glock 18==
 +
The [[Glock 18]] appears as the default sidearm for the Professional class; it is incorrectly named the 'G18C', which refers to the version with compensator cuts on the slide and barrel. Its model is ported from ''Battlefield 4''’s Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17.
 +
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]
 +
[[Image:BFH G18 01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH G18 02.jpg|thumb|none|600px|Reloading]]
  
 
==Heckler & Koch HK45C==
 
==Heckler & Koch HK45C==
[[Heckler & Koch HK45|Heckler & Koch HK45C]] with threaded barrel is available to the Enforcer class as of the beta, called "45T" in the game.
+
The [[Heckler & Koch HK45|Heckler & Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams. During the June 2014 beta, it was called "HK45C", but was (incorrectly) renamed to the "45T" by the February 2015 beta. By default it comes with a Mini Reflex sight. It is also used by several characters throughout the story.
[[Image:HK45C.jpg|thumb|none|350px|Heckler & Koch HK45C - .45 ACP]]
+
[[Image:H&K HK45C.jpg|thumb|none|350px|Heckler & Koch HK45C - .45 ACP]]
 
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler & Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]
 
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler & Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock "HK45C" in the loadout menu.]]
+
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock HK45C in the loadout menu.]]
[[Image:BFHLHK4502.jpg|thumb|none|600px|"HK45C" iron sights.]]
+
[[Image:BFHLHK4502.jpg|thumb|none|600px|HK45C iron sights.]]
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the "HK45C"]]
+
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the HK45C]]
 +
[[Image:BFH HK45C.jpg|thumb|none|600px|Nick performs an ammo check after acquiring a HK45C in the silo in the "Sovereign Land" episode. Note the "PO 45" trademark on the grip.]]
 +
[[File:BFH HK45 1.jpg|thumb|none|600px|Aiming a HK45C with a rather large Silencerco Osprey .45 suppressor.]]
 +
[[File:BFH HK45 2.jpg|thumb|none|600px|Firing the HK45. Which would be rather hard to do without the firing pin.]]
 +
[[File:BFH HK45 3.jpg|thumb|none|600px|The Osprey is almost as big as the gun itself.]]
 +
[[File:BFH HK45 4.jpg|thumb|none|600px|Inserting a fresh magazine.]]
 +
[[File:BFH HK45 5.jpg|thumb|none|600px|Releasing the slide on an empty reload.]]
  
==Smith & Wesson M&P40 Pro==
+
==IMI Desert Eagle Mark XIX==
The [[Smith & Wesson M&P40]] Pro appears as the '.40 Pro' in the beta, and is a pistol for the enforcer class. It can be differentiated from the standard M&P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the "Criminal" set of classes.  
+
The [[IMI Desert Eagle Mark XIX]] appears once again from ''Battlefield 4'' although this time it is called the "Bald Eagle". Unlike in ''Battlefield 4'', this Desert Eagle has a chrome finish as opposed to blued and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.
[[File:S&W-M&P-40.jpg‎|thumb|none|400px|Smith & Wesson M&P40 - .40 S&W ACP]]
+
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]
[[File:MP40Pro.jpg|thumb|none|400px|The longer slide of the 'Pro Edition']]
+
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|Desert Eagle in the outfitting menu]]
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]
+
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|Desert Eagle in-game]]
 +
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|"Uh oh, where did it go?!?"]]
 +
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|"Ta-da!" One of the new unique reloads has the player perform some slight of hand magic to reload the Desert Eagle. Chances of encountering this rare reload are 1 in 10,000]]
 +
[[File:BFH DE 1.jpg|thumb|none|600px|The "Bald Eagle" in idle.]]
 +
[[File:BFH DE 2.jpg|thumb|none|600px|Ironsights.]]
 +
[[File:BFH DE 3.jpg|thumb|none|600px|Illuminated ironsights.]]
 +
[[File:BFH DE 4.jpg|thumb|none|600px|The far more boring normal Desert Eagle reload.]]
 +
[[File:BFH DE 5.jpg|thumb|none|600px|This one's been customized to resemble the two-tone Desert Eagle from ''[[Call of Duty: Modern Warfare 2]]''.]]
 +
[[File:BFH DE 6.jpg|thumb|none|600px|The empty reload.]]
 +
[[File:BFH DE 7.jpg|thumb|none|600px|Chambering a .50AE round.]]
  
 
==SIG-Sauer P226R==
 
==SIG-Sauer P226R==
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]
+
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&W appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.
 +
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]
 +
[[Image:BFH P226R 01.jpg|thumb|none|600px|The SIG P226 in idle.]]
 +
[[Image:BFH P226R 02.jpg|thumb|none|600px|Reloading from empty.]]
 +
[[File:BFH P226 1.jpg|thumb|none|600px|Aiming the 226.]]
 +
[[File:BFH P226 2.jpg|thumb|none|600px|The mid-magazine reload.]]
 +
[[File:BFH P226 3.jpg|thumb|none|600px|Powerstroking the slide.]]
 +
 
 +
==Smith & Wesson M&P40 Pro==
 +
The [[Smith & Wesson M&P40|Smith & Wesson M&P40 Pro]] appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&P40 by the 5 inch barrel. By default, it is only available to the Criminals' Enforcer; this is rather odd, considering the weapon's name ('''M'''ilitary '''&''' '''P'''olice). It has slightly less power than the other Enforcer handguns, but compensates for this with a higher magazine capacity, acting a bit more like one of the Operator's sidearms.
 +
[[File:S&W-M&P-40-Pro.jpg|thumb|none|350px|Smith & Wesson M&P40 Pro - .40 S&W]]
 +
[[File:BFHardline40Pro.jpg|thumb|none|500px|The M&P40 Pro in the selection menu.]]
 +
[[Image:BFH Pro 02.jpg|thumb|none|600px|The M&P in the game's target-practice shooting range.]]
 +
[[Image:BFH Pro 01.jpg|thumb|none|600px|The pistol's default iron sights...]]
 +
[[File:BFH M&P 3.jpg|thumb|none|600px|...and its upgraded ones.]]
 +
[[File:BFH M&P 1.jpg|thumb|none|600px|Slamming in a new magazine.]]
 +
[[File:BFH M&P 2.jpg|thumb|none|600px|A shot from the empty reload animation, just a few frames from releasing the slide. Note that, for whatever reason, the portion of the barrel visible through the ejection port is incorrectly treated as a fixed part of the slide.]]
  
 
==Smith & Wesson Model 327 R8==
 
==Smith & Wesson Model 327 R8==
The [[Smith & Wesson Model 327|Smith & Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it's an unlockable revolver for the Mechanic class.
+
The [[Smith & Wesson Model 327 R8]] makes its video game debut in this entry of the ''[[Battlefield]]'' series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, holding 8 rounds in the cylinder. It appears under the name ".357 RS".
 
[[Image:S&WModel327.jpg‎|thumb|none|350px|Smith & Wesson 327 R8 - .357 Magnum]]
 
[[Image:S&WModel327.jpg‎|thumb|none|350px|Smith & Wesson 327 R8 - .357 Magnum]]
 
[[Image:BFHSW357.jpg|thumb|none|600px|S&W Model 327 R8 as the "RS357" in the loadout menu]]
 
[[Image:BFHSW357.jpg|thumb|none|600px|S&W Model 327 R8 as the "RS357" in the loadout menu]]
 +
[[Image:BFH_357RS_01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH_357RS_02.jpg|thumb|none|600px|Iron sights]]
 +
[[Image:BFH_357RS_03.jpg|thumb|none|600px|Reloading]]
 +
[[File:BFH 327 1.jpg|thumb|none|600px|The Improved Iron Sights attachment brings the sight picture a lot closer, for some reason.]]
 +
[[File:BFH 327 2.jpg|thumb|none|600px|Ratcheting the cylinder shut.]]
  
 
==Smith & Wesson Model 642==
 
==Smith & Wesson Model 642==
The [[Smith & Wesson Model 642]] revolver is equipped by the Mechanic class; called the ".38 Snub". It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta.
+
The [[Smith & Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the ".38 Snub". It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.
[[Image:S&W642Airweight.jpg|thumb|none|350px|Smith & Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]
+
[[Image:S&W642Airweight.jpg|thumb|none|350px|Smith & Wesson Model 642 Airweight - .38 Special]]
 
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]
 
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]
+
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights. ]]
 
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]
 
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]
 +
[[File:BFH 642 1.jpg|thumb|none|600px|Ejecting the 642's cylinder.]]
 +
[[File:BFH 642 2.jpg|thumb|none|600px|About to cowboy the Smith & Wesson's cylinder shut. Don't try this at home, kids.]]
 +
 +
==Taurus 4510PLYFS==
 +
The [[Taurus 4510PLYFS]] snub nose version of the [[Taurus Judge]] appears as the ".410 Jury". It is unlocked for both teams by completing Mechanic Assignment 2.
 +
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus 4510PLYFS-SS2 - .45 Long Colt/.410 Bore]]
 +
[[Image:BFH Jury 01.jpg|thumb|none|600px|Iron sights]]
 +
[[Image:BFH Jury 02.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH Jury 03.jpg|thumb|none|600px|Reloading]]
 +
[[File:BFH Judge 1.jpg|thumb|none|600px|The illuminated sights on the 4510PLYFS.]]
 +
[[File:BFH Judge 2.jpg|thumb|none|600px|Hitting the ejection rod.]]
 +
[[File:BFH Judge 3.jpg|thumb|none|600px|Snapping the cylinder shut in a rather flamboyant manner; it seems to have gone a little bit too far through the frame, however!]]
  
 
==Taurus Model 44==
 
==Taurus Model 44==
 +
The [[Taurus Model 44]] returns from both prior ''Battlefield'' games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic.
 
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]
 
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]
 +
[[Image:BFH Taurus 44 01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH Taurus 44 02.jpg|thumb|none|600px|Iron sights]]
 +
[[Image:BFH Taurus 44 03.jpg|thumb|none|600px|Reloading]]
 +
[[File:BFH T44 1.jpg|thumb|none|600px|The upgraded sights on the Taurus 44.]]
 +
[[File:BFH T44 2.jpg|thumb|none|600px|Closing the cylinder, apparently it was loaded with intangible ammunition.]]
 +
[[File:BFH TaurusACE.jpg|thumb|none|600px|Tony Alpert brandishes a Taurus Model 44 in his desert compound.]]
  
 
==Vickers Tactical Custom 1911==
 
==Vickers Tactical Custom 1911==
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called "M1911A1". It's an unlockable heavy pistol for the Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added.
+
The [[Colt M1911|Vickers Tactical 1911]] comes back from ''[[Battlefield 4]]'', somewhat incorrectly called "M1911A1". It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.
 
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]
 
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as "M1911" in the loadout menu]]
+
[[Image:BFH1911.jpg|thumb|none|600px|Vickers Tactical 1911 as the "M1911" in the loadout menu]]
 +
[[Image:BFH 1911 02.jpg|thumb|none|600px|Iron sights.]]
 +
[[Image:BFH 1911 03.jpg|thumb|none|600px|Dropping an empty magazine.]]
 +
[[Image:BFH 1911 04.jpg|thumb|none|600px|Pulling the slide.]]
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[[File:BFH 1911 1.jpg|thumb|none|600px|The upgraded sights of the Vickers 1911, with a red front post.]]
 +
[[File:BFH 1911 2.jpg|thumb|none|600px|Ejecting a partially-full mag from the 1911.]]
 +
 
 +
=Submachine Guns=
 +
 
 +
==Beretta M12S==
 +
The [[Beretta M12]]S is available in the Getaway DLC for the Law Enforcement Mechanic. As with the Carl Gustav M/45, the bolt is pulled back at the start of an empty reload.
 +
[[Image:BerettaPM12S.jpg|thumb|none|400px|Beretta PM12S - 9x19mm]]
 +
[[Image:BFH M12S 01.jpg|thumb|none|600px|The Beretta M12S in idle.]]
 +
[[Image:BFH M12S.jpg|thumb|none|600px|Iron sights.]]
 +
[[Image:BFH M12S 02.jpg|thumb|none|600px|Pulling the bolt back.]]
 +
[[Image:BFH M12S 03.jpg|thumb|none|600px|Reloading.]]
  
==Desert Eagle Mark XIX==
+
==Beretta Mx4 Storm==
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the "Bald Eagle".
+
The [[Beretta Mx4 Storm]] is available in the Betrayal DLC.
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|"Bald Eagle" in the outfitting menu]]
+
[[File:Beretta Mx4 Storm.jpg|thumb|none|400px|Beretta Mx4 Storm - 9x19mm]]
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|"Bald Eagle" Ingame]]
+
[[Image:BFH MX4 01.jpg|thumb|none|600px|Idle.]]
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|"Uh oh, where did it go?!?"]]
+
[[Image:BFH MX4 02.jpg|thumb|none|600px|Iron sights.]]
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|"Ta-da!" One of the new unique reloads has the player perform some slight of hand magic to reload the "Bald Eagle". Chances of encountering this rare reload are 1 in 10,000]]
+
[[File:BFH MX4 1.jpg|thumb|none|600px|Dropping out a magazine from the Mx4.]]
 +
[[File:BFH MX4 2.jpg|thumb|none|600px|Sliding in a new one.]]
 +
[[Image:BFH MX4 03.jpg|thumb|none|600px|Charging the Mx4.]]
 +
[[File:BFH MX4 3.jpg|thumb|none|600px|The menu entry of the Mx4 shows it with the heavy barrel, akin to the civilian Cx4.]]
  
=Submachine Guns=
+
==Brügger & Thomet MP9==
 +
The [[Brügger & Thomet MP9]] is available in the Betrayal DLC as a sidearm for Law Enforcement snipers.
 +
[[Image:Mp9tmp.jpg|thumb|none|300px|Brügger & Thomet MP9 - 9x19mm]]
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[[Image:BFH MP9 02.jpg|thumb|none|600px|The MP9 in idle.]]
 +
[[Image:BFH MP9 01.jpg|thumb|none|600px|Iron sights of the MP9.]]
 +
[[Image:BFH MP9 03.jpg|thumb|none|600px|Reloading.]]
 +
[[File:BFH MP9 1.jpg|thumb|none|600px|A dusty MP9 with a Trijicon RMR sight.]]
 +
[[File:BFH MP9 2.jpg|thumb|none|600px|Thumbing the MP9's bolt release.]]
  
 
==Carl Gustav M/45==
 
==Carl Gustav M/45==
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]
+
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end.
 +
[[Image:Kp m45b.jpg|thumb|none|400px|Carl Gustav M/45 - 9x19mm‎]]
 +
[[Image:BFH M45 01.jpg|thumb|none|600px|The M/45 in idle.]]
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[[Image:BFH M45 02.jpg|thumb|none|600px|Aiming; note the sights are misaligned.]]
 +
[[File:BFH M45 1.jpg|thumb|none|600px|The misalignment is still present when attaching optics as seen on this Aimpoint Micro T-1.]]
 +
[[Image:BFH M45 03.jpg|thumb|none|600px|Pulling the bolt back when reloading from empty.]]
 +
[[Image:BFH M45 04.jpg|thumb|none|600px|Inserting a fresh magazine.]]
 +
 
 +
==CZ Scorpion Evo 3 A==
 +
The [[CZ Scorpion Evo 3 A]] appears as the "Scorpion" in the Robbery DLC. Despite the underbarrel rail, it cannot mount a foregrip, a trait shared with SIG MPX in-game.
 +
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A - 9x19mm]]
 +
[[Image:BFH Scoprion 01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH Scorpion 02.jpg|thumb|none|600px|Reloading]]
 +
[[File:BFH Scorpion 1.jpg|thumb|none|600px|Aiming a Scorpion fitted with a Trijicon RX01.]]
 +
[[File:BFH Scorpion 2.jpg|thumb|none|600px|The reflex sight is mounted rather far forward on the gun, for some reason.]]
 +
[[File:BFH Scorpion 3.jpg|thumb|none|600px|Chambering the Evo 3 A.]]
  
 
==FN P90 TR==
 
==FN P90 TR==
The [[FN P90 TR]] is available for the Mechanic class as the "P90". Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button
+
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the "P90". Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear similar to the civilian variant, the FN PS90.
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]
+
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm FN]]
[[Image:BFHLP9002.jpg|thumb|none|600px|"P90" being held.]]
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[[Image:BFHLP9002.jpg|thumb|none|600px|P90 TR being held.]]
[[Image:BFHLP9003.jpg|thumb|none|600px|"P90" iron sight.]]
+
[[Image:BFHLP9003.jpg|thumb|none|600px|P90 TR iron sight.]]
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock "P90" in the loadout menu]]
+
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock P90 TR in the loadout menu]]
 +
[[File:BFH P90 1.jpg|thumb|none|600px|Removing a spent mag from the P90TR.]]
 +
[[File:BFH P90 2.jpg|thumb|none|600px|Sliding in a new one.]]
 +
[[File:BFH P90 3.jpg|thumb|none|600px|Charging the FN P90.]]
 +
 
 +
==Heckler & Koch MP5A4==
 +
The [[Heckler & Koch MP5A4]] is available in the Getaway DLC for the Law Enforcement Mechanic. It appears as "M5 Navy", and by default is shown with a 15-round magazine that holds 30 rounds.
 +
[[Image:H&KMP5A4.jpg|thumb|none|400px|Heckler & Koch MP5A4 - 9x19mm]]
 +
[[Image:BFH MP5 03.jpg|thumb|none|600px|The MP5A4 in idle.]]
 +
[[Image:BFH MP5 01.jpg|thumb|none|600px|Iron sights.]]
 +
[[Image:BFH MP5 02.jpg|thumb|none|600px|Locking the bolt back.]]
 +
[[File:BFH MP5 1.jpg|thumb|none|600px|HK-slapping an MP5 with a Surefire railed forend.]]
 +
 
 +
==Heckler & Koch MP5KA4==
 +
The [[Heckler & Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.
 +
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler & Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]
 +
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]
 +
[[Image:BFH MP5K 01.jpg|thumb|none|600px|The H&K MP5K on the firing range.]]
 +
[[File:BFH MP5K 1.jpg|thumb|none|600px|ADS view.]]
 +
[[Image:BFH MP5K 02.jpg|thumb|none|600px|Inserting a fresh magazine.]]
 +
[[Image:BFH MP5K 03.jpg|thumb|none|600px|Charging. The bolt is not locked back on an empty reload, unlike the other two MP5 variants added to the game.]]
 +
[[File:BFH MP5K 2.jpg|thumb|none|600px|Reloading the MP5K-PDW. Note the sling mount is still present on the buttcap, clipping into the PDW stock.]]
  
==Heckler & Koch MP5K==
+
==Heckler & Koch MP5SD5==
The [[Heckler & Koch MP5K]] is an available sub-machine gun for the Mechanic class. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into the actual MP5K-PDW.
+
The [[Heckler & Koch MP5SD5]] is available in the Getaway DLC. Appears as "M5SD", and like the "M5 Navy", it is also shown with a 15-round magazine that holds 30 rounds. It's the third submachine gun that is available to all classes, the first two being M1A1 Thompson and MP7A1.
[[image:MP5K-PDWEarly.jpg|thumb|none|350px|MP5K with PDW-style stock - 9x19mm.]]
+
[[Image:H&K-MP5SD5.jpg|thumb|none|400px|Heckler & Koch MP5SD5 - 9x19mm]]
[[image:MP5K-PDW.jpg|thumb|none|350px|MP5K-PDW - 9x19mm]]
+
[[Image:BFH MP5SD 01.jpg|thumb|none|600px|Idle]]
 +
[[Image:BFH MP5SD 02.jpg|thumb|none|600px|Iron sights]]
 +
[[Image:BFH MP5SD 03.jpg|thumb|none|600px|Reloading]]
 +
 
 +
==Heckler & Koch MP7A1==
 +
The [[Heckler & Koch MP7|MP7A1]] appears as the "MP7" in the Robbery DLC. It comes with a default 40-round magazine, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.
 +
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]
 +
[[Image:BFH MP7 01.jpg|thumb|none|600px|The MP7A1 in idle.]]
 +
[[Image:BFH MP7 02.jpg|thumb|none|600px|Iron sights. The misalignment from BF4 was fixed.]]
 +
[[Image:BFH MP7 03.jpg|thumb|none|600px|Inserting a magzine on the empty reload.]]
 +
[[File:BFH MP7 1.jpg|thumb|none|600px|The mid-reload animation is basically the same as it was in ''Medal of Honor: Warfighter'' and ''Battlefield 4''.]]
 +
[[File:BFH MP7 2.jpg|thumb|none|600px|Releasing the MP7's bolt.]]
 +
 
 +
==Heckler & Koch UMP9==
 +
The [[Heckler & Koch UMP|Heckler & Koch UMP9]] is available in the Getaway DLC for both factions' Mechanic. For some reason it shares Battlelog render with UMP45, but the ingame model correctly has the curved magazine. Like the UMP45, the charging handle incorrectly locks back when the last round is fired.
 +
[[Image:Hk ump9.jpg|thumb|none|400px|Heckler & Koch UMP9 - 9x19mm]]
 +
[[File:BFH UMP9 (1).jpg|thumb|none|600px|The UMP9 on the Gun Bench range.]]
 +
[[File:BFH UMP9 (2).jpg|thumb|none|600px|Aiming down the sights.]]
 +
[[File:BFH UMP9 (3).jpg|thumb|none|600px|Reloading a 9mm magazine.]]
 +
[[File:BFH UMP9-(4).jpg|thumb|none|600px|Thumbing the bolt release.]]
  
 
==Heckler & Koch UMP45==
 
==Heckler & Koch UMP45==
The [[Heckler & Koch UMP45]], as the "UMP-45", was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon.
+
The [[Heckler & Koch UMP45]], as the "UMP-45", was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in ''[[Battlefield 4]]''. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it was available to purchase for the Law Enforcement Mechanic. After the beta, the UMP45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange.
 
[[Image:UMP 45.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]]
 
[[Image:UMP 45.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]]
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]
+
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP45 being held.]]
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]
+
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP45 iron sight.]]
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]
+
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP45 in the loadout menu]]
 +
[[Image:BFH UMP.jpg|thumb|none|600px|A SWAT operator holds up Tyson Latchford with his UMP45.]]
 +
[[File:BFH UMP45 1.jpg|thumb|none|600px|A souped-up UMP45 in multiplayer.]]
 +
[[File:BFH UMP45 2.jpg|thumb|none|600px|ADS of the Aimpoint sight.]]
 +
[[File:BFH UMP45 3.jpg|thumb|none|600px|Reloading.]]
 +
[[File:BFH UMP45 4.jpg|thumb|none|600px|Giving the bolt release a tap.]]
 +
 
 +
==Homemade submachine gun==
 +
A homemade submachine gun, based on a weapon seized by Brazilian police, is available to the Criminals in the Betrayal DLC as the "Improvised Gun". Its only attachment is a similarly-improvised oil filter can suppressor, unlocked at 70 kills.
 +
[[Image:HardlineSMG.jpg|thumb|none|400px|Brazilian home-made SMG seized by police - probably 9x19mm Parabellum]]
 +
[[File:BFH PALuty 1.jpg|thumb|none|600px|Looking down an alley with the "Improvised Gun."]]
 +
[[File:BFH PALuty 3.jpg|thumb|none|600px|Aiming the homebrew SMG.]]
 +
[[File:BFH PALuty 4.jpg|thumb|none|600px|Firing the SMG.]]
 +
[[File:BFH PALuty 2.jpg|thumb|none|600px|Reloading.]]
 +
[[File:BFH PALuty 5.jpg|thumb|none|600px|The magazine release tab ahead of the magwell is never used.]]
 +
[[File:BFH PALuty 6.jpg|thumb|none|600px|Pulling the charging handle.]]
  
 
==IMI Uzi==
 
==IMI Uzi==
The [[IMI Uzi]] is wielded by the Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0.
+
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left.
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm.]]
+
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]
 
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]
 
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]
 
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]
 
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]
 
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]
 
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]
 
[[Image:BFHLUZI.jpg|thumb|none|600px|"I don't know how to Uzi."]]
 
[[Image:BFHLUZI.jpg|thumb|none|600px|"I don't know how to Uzi."]]
 +
[[File:BFH Uzi 1.jpg|thumb|none|600px|Reloading a suppressed IMI Uzi.]]
 +
[[File:BFH Uzi 2.jpg|thumb|none|600px|Locking the bolt into battery.]]
  
 
==Ingram MAC-10==
 
==Ingram MAC-10==
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side.  
+
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has a Masterpiece Arms upper receiver, which adds a full-length top rail and relocates the bolt handle to the left side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and is portrayed as being able track +1 round in the chamber despite being an open bolt weapon (although the MPA pistol clones are closed bolt for legal reasons; the in-game gun could be some sort of select-fire, closed bolt conversion).
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]
+
[[Image:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - .45 ACP]]
 
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]
 
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]
 +
[[File:BFH M10 1.jpg|thumb|none|600px|Looking for trouble with the MAC-10. The top rail is absent unless optics are equipped.]]
 +
[[File:BFH M10 2.jpg|thumb|none|600px|Aiming the M10.]]
 +
[[File:BFH M10 3.jpg|thumb|none|600px|Ditto, but with the stock extended.]]
 +
[[File:BFH M10 4.jpg|thumb|none|600px|However, it isn't really extended particularly or usefully far out enough.]]
 +
[[File:BFH M10 5.jpg|thumb|none|600px|Reloading the Ingram.]]
 +
[[File:BFH M10 6.jpg|thumb|none|600px|Pulling the charging handle, which causes the barrel to notably slide into it's shroud and pop back out.]]
  
 
==Intratec TEC-9==
 
==Intratec TEC-9==
A full-auto converted [[Intratec TEC-9]] is the starting machine pistol sidearm for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the "Extended Magazines" option.
+
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the "Extended Magazines" option.
 
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]
 
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]
 
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]
 
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]
 
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]
 
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]
 
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]
 
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]
 +
[[File:BFH Tec9 1.jpg|thumb|none|600px|The upgraded iron sights cause the sight picture to held further out, seemingly the opposite of the S&W 327.]]
 +
[[File:BFH Tec9 2.jpg|thumb|none|600px|Firing the TEC-9.]]
 +
[[File:BFH Tec9 3.jpg|thumb|none|600px|Removing a spent magazine.]]
 +
[[File:BFH Tec9 4.jpg|thumb|none|600px|In with a new one.]]
 +
[[File:BFH Tec9 6.jpg|thumb|none|600px|Chambering a round.]]
  
 
==KRISS K10==
 
==KRISS K10==
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&W]]
+
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1 in multiplayer, and 27+1 in singleplayer. Its use in the game is incorrect, since the K10 never made it past SHOT Show 2013, and seems to have been cancelled.
 +
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm / .40 S&W]]
 +
[[File:BFH K10 1.jpg|thumb|none|600px|A cop looks at a suspicious dumpster with the KRISS K10.]]
 +
[[File:BFH K10 2.jpg|thumb|none|600px|ADS of the Troy BUIS.]]
 +
[[File:BFH K10 3.jpg|thumb|none|600px|The empty K10.]]
 +
[[File:BFH K10 4.jpg|thumb|none|600px|Mashing in a magazine.]]
 +
[[File:BFH K10 5.jpg|thumb|none|600px|Tugging the rather distinctive charging handle.]]
 +
 
 +
==M1A1 Thompson==
 +
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a classic wooden vertical foregrip as a "stubby grip", but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes.
 +
 
 +
Interestingly, no bolt operation is seen when the weapon is reloaded while empty. This makes sense, since the Thompson is an open-bolt weapon, and thus wouldn't need to be cocked if the user lets their finger off of the trigger immediately after sending the bolt forward for the last shot. Nevertheless, this exception is only seen on this weapon among the open bolt weapons of Hardline, and is a rare sight in video games.
 +
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]
 +
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]
 +
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and classic vertical foregrip.]]
 +
[[File:BFH M1A1Thompson.jpg|thumb|none|600px|M1A1 Thompson in first person.]]
 +
[[File:BFH M1A1Thompson-1.jpg|thumb|none|600px|Trademark iron sights of the M1A1.]]
 +
[[File:BFH M1A1Thompson-2.jpg|thumb|none|600px|The spent magazine is rather dramatically dumped out; the operator somewhat awkwardly uses his dominant hand to load in a fresh one, all while the bolt remains in battery.]]
 +
[[File:BFH M1A1 1.jpg|thumb|none|600px|The Thompson with the 50 round drum magazine and vertical foregrip.]]
 +
[[File:BFH M1A1 2.jpg|thumb|none|600px|Reloading again, with the drum dumped.]]
  
 
==Magpul FMG-9==
 
==Magpul FMG-9==
 +
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight. Its availability in the game is odd, considering that the real weapon never went into full production.
 
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]
 
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]
 +
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]
 +
[[File:BFH FMG-9 (1).jpg|thumb|none|600px|Equipping the FMG-9 results in its signature deployment from a box into a SMG.]]
 +
[[File:BFH FMG-9 (2).jpg|thumb|none|600px|Nick holds the Magpul FMG in the final mission.]]
 +
[[File:BFH FMG-9 (3).jpg|thumb|none|600px|Aiming with the carry handle mounted sights.]]
 +
[[File:BFH FMG-9 (4).jpg|thumb|none|600px|Reloading the FMG-9.]]
 +
[[File:BFH FMG-9 (5).jpg|thumb|none|600px|The charging handle is used when empty rather than the slide catch.]]
 +
 +
==Sa. Vz. 61 Skorpion==
 +
Dual-wielded [[Sa. Vz. 61 Skorpion]]s are available in the Betrayal DLC, and are the only fully-automatic sidearms that are available to all classes. The ammo count apparently treats the pair of Skorpions as a single weapon, as it oddly has a capacity of 31+1 rounds instead of 30+2 like it is supposed to, aside from the fact that it should actually be 40+2 since there is no 15-round magazine for the Vz. 61 Skorpion in reality. The rate of fire is also a bit low - a real VZ.61 fires at around 800-900 RPM, meaning that a pair of Skorpions should have around 1,600-1,800 RPM, but the in-game fire rate is 1300 RPM.
 +
[[Image:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz. 61 Skorpion - .32 ACP]]
 +
[[File:BFH Vz61 1.jpg|thumb|none|600px|A smug crook posing with his Skorpions.]]
 +
[[File:BFH Vz61 2.jpg|thumb|none|600px|He seems to have ended up in the wrong place, instead of [[Matrix,_The#Yugoslav_Model_61_Skorpion|the lobby a particular skyscraper.]]]]
 +
[[File:BFH Vz61 3.jpg|thumb|none|600px|"Aiming."]]
 +
[[File:BFH Vz61 4.jpg|thumb|none|600px|Crawling with the Skorpions, a sight to behold indeed.]]
 +
[[File:BFH Vz61 5.jpg|thumb|none|600px|Firing.]]
 +
[[File:BFH Vz61 6.jpg|thumb|none|600px|Dumping out spent banana magazines.]]
 +
[[File:BFH Vz61 7.jpg|thumb|none|600px|The new magazines seem to rely on some mystic force to get back into the Vz. 61s.]]
 +
[[File:BFH Skorpions.jpg||thumb|none|600px|Using the Skorpions while in water doesn't even require both hands, either.]]
  
 
==SIG-Sauer MPX==
 
==SIG-Sauer MPX==
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Mechanic, and is chambered in .40 S&W. It has 30 rounds in the magazine.
+
The [[SIG-Sauer MPX]] appears, this time modeled after the 2013 prototype rather than the 2012 one seen in ''Battlefield 4''. It is a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&W. It holds 30 rounds in the magazine. Unlike ''Battlefield 4'', its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It also cannot mount foregrips, despite being able to do so in BF4. It is anachronistic to the first part of the single-player story set in July and August 2012, since the MPX was first displayed in October 2012, officially announced by name in January 2013 and produced in 2015.
 +
[[File:MPX SS2013.jpg|thumb|none|400px|SIG-Sauer MPX, 2013 prototype - 9x19mm]]
 +
[[File:BFH MPX 1.jpg|thumb|none|600px|]]
 +
[[File:BFH MPX 2.jpg|thumb|none|600px|ADS view.]]
 +
[[File:BFH MPX 3.jpg|thumb|none|600px|Tossing out the magazine.]]
 +
[[File:BFH MPX 4.jpg|thumb|none|600px|Loading a new one.]]
 +
[[File:BFH SIGMPX 5.jpg|thumb|none|600px|Giving the charging handle a tug.]]
  
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]
+
==Steyr AUG A3 9mm XS==
 +
The [[Steyr AUG A3 9mm XS]] is available in the Getaway DLC for the Criminal Mechanic. It is referred to as the AUG Para, and is available to Criminal mechanics.
 +
[[Image:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]
 +
[[File:BFH AUGPara 1.jpg|thumb|none|600px|The AUG A3 9mm XS with a foregrip.]]
 +
[[File:BFH AUGPara 2.jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH AUGPara 3.jpg|thumb|none|600px|Reloading a 32-round Steyr MPi magazine.]]
 +
[[File:BFH AUGPara 4.jpg|thumb|none|600px|Charging the AUG Para.]]
  
 
=Shotguns=
 
=Shotguns=
 +
 +
==Benelli M1==
 +
A [[Benelli M Series Super 90 Shotguns|Benelli M1]] with a fixed stock and top rail incorrectly appears as the "M4" in Betrayal DLC. It appears identical to [[Medal of Honor (2010) |Medal of Honor 2010]]'s singleplayer and BF4's "M1014".
 +
[[Image:Bena2.jpg|thumb|none|450px|Benelli M1 in similar configuration to the one seen in-game - 12 gauge]]
 +
[[Image:M4Super90.jpg|thumb|none|450px|Actual Benelli M4 Super 90 for comparison - 12 gauge]]
 +
[[File:BFH Benelli 1.jpg|thumb|none|600px|The Benelli M1 with an Aimpoint CompM4S.]]
 +
[[File:BFH Benelli 2.jpg|thumb|none|600px|View down the CompM4S sight.]]
 +
[[File:BFH Benelli 3.jpg|thumb|none|600px|Reloading in the same manner as the previous two games. The custom player emblem is rather appropriate given the character that used it in MoH 2010.]]
 +
[[File:BFH Benelli 4.jpg|thumb|none|600px|The empty reload is pretty much done out of the player's sight.]]
 +
 +
==Franchi SPAS-12==
 +
The [[SPAS-12]] returns from previous ''Battlefield'' games for the Criminal Enforcer class, but this time around appears to be set to semi-automatic rather than pump-action. However, it behaves rather strangely, to say the least, as the pumping animation still plays when firing the shotgun while aiming down the sights, regardless of how fast the player is firing. The reload animation also seems to infer that it the shotgun is still set to pump-action as it is chamber-loaded using the pump, rather than the charging handle required when it is set to semi-auto. It has an 8+1 capacity, as it did in ''Battlefield 4''.
 +
[[Image:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]
 +
[[File:BFH SPAS 1.jpg|thumb|none|600px|Not sure if this one is a clever girl, or just broken.]]
 +
[[File:BFH SPAS 2.jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH SPAS 3.jpg|thumb|none|600px|The (bugged?) pumping animation, note the shell flying away in the top right corner. The bolt handle is also still forward.]]
 +
[[File:BFH SPAS 4.jpg|thumb|none|600px|Pulling the pump back; the ejection port does not seem to be buying this, however.]]
 +
[[File:BFH SPAS 5.jpg|thumb|none|600px|"Chamberloading". Like with the UTAS UTS-15 from ''Battlefield 4'', the shell is inserted backwards.]]
 +
[[File:BFH SPAS 6.jpg|thumb|none|600px|Sending the forend forward.]]
 +
[[File:BFH SPAS 7.jpg|thumb|none|600px|The more familiar tube magazine reload.]]
  
 
==Ithaca 37 "Stakeout"==
 
==Ithaca 37 "Stakeout"==
The [[Ithaca 37]] in "Stakeout" configuration is an available shotgun for the Police Enforcer class, known as "37 Stakeout" in game. It has the length and wooden forearm of the standard "Stakeout", but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''.
+
The [[Ithaca 37]] in a "Stakeout" configuration is an available shotgun for the Police Enforcer class, known as the "37 Stakeout" in game. It has the length and wooden forearm of the standard "Stakeout", but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. An identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It incorrectly holds 5+1 shells instead of 4+1 and has a tighter spread than the 870.
 +
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 "Stakeout" - 12 gauge]]
 
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 "Stakeout" with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]
 
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 "Stakeout" with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 "Stakeout" - 12 gauge]]
+
[[File:BFH M37 1.jpg|thumb|none|600px|Inspecting the Ithaca 37 "Viceout".]]
 +
[[File:BFH M37 2.jpg|thumb|none|600px|Aiming with the simple bead sight.]]
 +
[[File:BFH M37 3.jpg|thumb|none|600px|Putting a shell into the tube magazine while reloading from empty.]]
 +
[[File:BFH M37 4.jpg|thumb|none|600px|Chambering the first round.]]
 +
[[File:BFH M37 5.jpg|thumb|none|600px|And in with the rest of the lot.]]
 +
 
 +
==Kel-Tec KSG==
 +
The [[Kel-Tec KSG]] is available in the Criminal Activity DLC, appearing as the "KSG12". It is exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous ''Battlefield'' games' DLC weapons. Like usual in video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the magazine selector is never operated. The weapon incorrectly has a capacity of 13+1 shells instead of 14+1.
 +
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]
 +
[[File:BFH KSG (1).jpg|thumb|none|600px|The Kel-Tec KSG on the "Black Friday" multiplayer map.]]
 +
[[File:BFH KSG (2).jpg|thumb|none|600px|Aiming down the sights of the KSG.]]
 +
[[File:BFH KSG (3).jpg|thumb|none|600px|Pulling the pump back on an empty reload.]]
 +
[[File:BFH KSG (4).jpg|thumb|none|600px|Chamberloading the Kel-Tec.]]
 +
[[File:BFH KSG (5).jpg|thumb|none|600px|Topping off the magazine tube(s).]]
  
 
==Remington 870 Marine Magnum==
 
==Remington 870 Marine Magnum==
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the "870P Magnum", taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver.
+
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the "870P Magnum", taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver and rifle sights on the barrel. It holds 7+1 shells in singleplayer, and 6+1 in multiplayer. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]
+
[[Image:Remington870MarineMagnum.jpg|thumb|none|450px|Remington 870 Marine Magnum - 12 gauge]]
[[Image:BFHLR87001.jpg|thumb|none|600px|"870P Marine Magnum" being held.]]
+
[[Image:BFHLR87001.jpg|thumb|none|600px|870 Marine Magnum being held.]]
[[Image:BFHLR87002.jpg|thumb|none|600px|"870P Marine Magnum" iron sight.]]
+
[[Image:BFHLR87002.jpg|thumb|none|600px|870 Marine Magnum iron sight.]]
[[Image:BFHLR87003.jpg|thumb|none|600px|"870P Marine Magnum" with a flashlight attched in the loadout menu]]
+
[[Image:BFHLR87003.jpg|thumb|none|600px|870 Marine Magnum with a flashlight attched in the loadout menu. In the final game, lights are attached to rail on the pump.]]
 +
[[Image:BFH 870Prisonbus.jpg|thumb|none|600px|A prison bus warden wields an 870 Marine Magnum in the prologue sequence.]]
 +
[[File:BFH 870 1.jpg|thumb|none|600px|The Remington 870, idle.]]
 +
[[File:BFH 870 2.jpg|thumb|none|600px|Aiming with the MCS style sights.]]
 +
[[File:BFH 870 3.jpg|thumb|none|600px|Ejecting a fired 12-gauge shell. An AN/PEQ-15 laser module is attached to the pump.]]
 +
[[File:BFH 870 4.jpg|thumb|none|600px|Loading a round into the 870's chamber.]]
 +
[[File:BFH 870 5.jpg|thumb|none|600px|Sending it home.]]
 +
[[File:BFH 870 6.jpg|thumb|none|600px|Topping off the tube magazine.]]
  
==Sawed-Off Side by Side Shotgun==
+
==Saiga-12K==
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the "Double-Barrel Shotgun". As of the beta, when reloading after only one shot is fired, both shells are replaced.
+
The [[Saiga-12K]] appears as the "Saiga 12" in the Robbery DLC. It uses the same model from BF4.
 +
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 gauge]]
 +
[[File:BFH Saiga12 1.jpg|thumb|none|600px|A crook with the Saiga-12K.]]
 +
[[File:BFH Saiga12 2.jpg|thumb|none|600px|ADS view.]]
 +
[[File:BFH Saiga12 3.jpg|thumb|none|600px|Inserting a new mag.]]
 +
[[File:BFH Saiga12 4.jpg|thumb|none|600px|Racking the Saiga's bolt.]]
 +
 
 +
==Side by Side Shotgun==
 +
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the "Double-Barrel Shotgun". It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced. Buying the "Long Barrel" and "Stock" attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]]. An interesting feature of the shotgun is that the fire selector function allows the player to choose whether to fire both barrels at the same time or not. The full length shotgun can be found as a battle pickup of sorts on some multiplayer levels.
 
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]
 
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]
 
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|"Sawed Off Shotgun" being held.]]
 
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|"Sawed Off Shotgun" being held.]]
 
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|"Sawed Off Shotgun" iron sight.]]
 
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|"Sawed Off Shotgun" iron sight.]]
 
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock "Sawed Off Shotgun" in the loadout menu]]
 
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock "Sawed Off Shotgun" in the loadout menu]]
 +
[[Image:BaikalSBSShotgun.jpg|thumb|none|450px|Baikal SBS shotgun - 12 gauge]]
 +
[[File:BFH SxS 1.jpg|thumb|none|600px|Holding a full-length Double-barreled shotgun on the roof of Alcatraz.]]
 +
[[File:BFH SxS 2.jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH SxS 3.jpg|thumb|none|600px|Opening the barrels up.]]
 +
[[File:BFH SxS 4.jpg|thumb|none|600px|Loading in the shells.]]
 +
[[File:BFH SxS 5.jpg|thumb|none|600px|Whipping the barrels shut.]]
  
==12 Gauge Side-by-Side Shotgun==
+
==Winchester Model 1887==
Buying the "Long Barrel" and "Stock" attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].
+
The [[Winchester Model 1887]] is available in the Getaway DLC. Buying the "Short Barrel" and "Sawed Off Stock" will turn it into the sawed-off variant. It's the only shotgun that is available to all classes.
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]
+
[[Image:Winchester1887shotgun.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]
 +
[[Image:Norinco Winchester 1887.jpg|thumb|none|400px|Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge]]
 +
[[File:BFH 1887 1.jpg|thumb|none|600px|The Winchester 1887 and a van that didn't last as long as the aforementioned lever-action shotgun, it seems.]]
 +
[[File:BFH 1887 2.jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH 1887 3.jpg|thumb|none|600px|Ejecting an unfired shell.]]
 +
[[File:BFH 1887 4.jpg|thumb|none|600px|Loading a fresh shell into the M1887.]]
 +
[[File:BFH 1887 5.jpg|thumb|none|600px|Somehow, the tube mag can be reloaded with the action closed. Apparently the developers must have thought the shotgun had some sort of loading gate, but it's hard to tell since it is done almost all offscreen.]]
 +
[[File:BFH 1887 6.jpg|thumb|none|600px|Looking at the San Francisco Bay with a sawn-off Model 1887]]
 +
[[File:BFH 1887 7.jpg|thumb|none|600px|Cycling the shotgun while aiming.]]
 +
[[File:BFH 1887 8.jpg|thumb|none|600px|Performing aerobics with the 1887.]]
 +
[[File:BFH 1887 9.jpg|thumb|none|600px|Spin cocking the 1887 with the not-at-all-safe-for-this standard lever loop.]]
  
==Franchi SPAS-12==
+
=Assault Rifles & Carbines=
[[SPAS-12]] returns from previous Battlefield games for the Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity.
 
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]
 
  
=Assault Rifles & Battle Rifles=
+
==AK Hybrid==
 +
An AK hybrid is available to the Criminal Operator class as the "[[AKM]]". While it has most visual characteristics of a real AKM, it feeds from straighter 5.45x39mm magazines similar to those of the Romanian [[WASR-2]], and has a ported gas tube like the older [[AK-47]]. On the right side of the receiver, there is a small texture at the rear, having the shape of the cutout of the rear trunnion seen on AKs with side-folding stocks, such as the [[AKS-74]]. There is another oddity with the rear of the receiver: while the right side correctly has the two rivets of an AKM, on the left side the top rivet is replaced by a slotted screw, and there is a cross-head screw below it, at the same place where an AKS-74's bottom rivet would be.
  
==AKM==
+
In earlier betas it had a railed handguard, but this was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than other Operator weapons, but is hard to control and fires slower than the rest.
The [[AKM]] is available to the Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture.
+
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]
+
[[File:WASR2.jpg|thumb|none|450px|WASR-2 - 5.45x39mm]]
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]
+
[[Image:BFHLAKM02.jpg|thumb|none|600px|The AKM in the beta.]]
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]
+
[[Image:BFHLAKM03.jpg|thumb|none|600px|Iron sights.]]
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]
+
[[Image:BFHLAKM01.jpg|thumb|none|600px|The stock AKM in the beta loadout menu.]]
 +
[[File:BFH AKM 1.jpg|thumb|none|600px|The retail AKM and a dilapidated old shack.]]
 +
[[File:BFH AKM 2.jpg|thumb|none|600px|Aiming through the little window.]]
 +
[[File:BFH AKM 3.jpg|thumb|none|600px|Rocking in the magazine.]]
 +
[[File:BFH AKM 4.jpg|thumb|none|600px|Charging the AK with the dominant hand.]]
 +
[[File:BFH AKMnaked.jpg|thumb|none|600px|An AKM without any handguards, seen in the Preferred Outcomes office building.]]
  
 
==AKS-74U==
 
==AKS-74U==
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard.
+
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.
 
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]
 
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]
 +
[[File:BFH AKS74U 1.jpg|thumb|none|600px|The AKS-74U with a stubby grip.]]
 +
[[File:BFH AKS74U 2.jpg|thumb|none|600px|ADS view.]]
 +
[[File:BFH AKS74U 3.jpg|thumb|none|600px|Grabbing the magazine. As with ''[[BF3]]'' it uses an incorrect milled receiver.]]
 +
[[File:BFH AKS74U 4.jpg|thumb|none|600px|...aaand motion blur! Unfortunately, the excessive motion blur cannot be turned down on the console versions for some reason.]]
 +
[[File:BFH AKS74U 5.jpg|thumb|none|600px|Followed by some slick underhanded charging action.]]
  
==Colt M16A4==
+
==Colt Model 901==
The [[Colt M16A4]] is depicted as a fully automatic "M16A3", similar to [[Battlefield 3]]. It is available to the Operator by default.
+
The fully-automatic [[M16A4|Colt Model 901]] appears as the "M16A3". It can be purchased by the Law Enforcement Operator, though in early betas it was the kit's default weapon.
[[Image:M16A4withANPEQ&ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]
+
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|"M16A3" being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]
+
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|The M16A3 being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]
[[Image:BFHLM16A302.jpg|thumb|none|600px|"M16A3" iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]
+
[[Image:BFHLM16A302.jpg|thumb|none|600px|Iron sights. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock "M16A3" in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]
+
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock M16A3 in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the "M16A3"; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]
+
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the M16; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]
 +
[[File:BFH M16 1.jpg|thumb|none|600px|The final M16A3, with the carry handle issue resolved.]]
 +
[[File:BFH M16 2.jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH M16 3.jpg|thumb|none|600px|Dumping out the spent PMAG rather dramatically.]]
 +
[[File:BFHL M16 4.jpg|thumb|none|600px|And in with a new one.]]
 +
[[File:BFH M16 5.jpg|thumb|none|600px|Tapping the bolt release.]]
  
 
==Colt Model 933==
 
==Colt Model 933==
The [[Colt Model 933]] is featured as the "RO933" and is the starting carbine for the Operator class.
+
The [[Colt Model 933]] is featured as the "RO933" and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint T1 Micro sight. A variant chambered in .300 Blackout with an integral suppressor is available in the Blackout DLC as an all-kit weapon, referred to as "RO933 .300 BLK".
 
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]
 
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]
[[Image:BFHardlineRO933.jpg|thumb|none|500px|"RO933" Ingame.]]
+
[[Image:BFHardlineRO933.jpg|thumb|none|600px|"RO933" in a trailer.]]
 +
[[Image:BFH RO933.jpg|thumb|none|600px|Unmodified Colt Model 933 carbine in-game.]]
 +
[[Image:BFH RO933-1.jpg|thumb|none|600px|Iron sight view.]]
 +
[[Image:BFH RO933-2.jpg|thumb|none|600px|Thumbing the bolt release.]]
 +
[[Image:BFH RO933-3.jpg|thumb|none|600px|"RO933 .300 BLK" in-game.]]
 +
[[Image:BFH RO933-4.jpg|thumb|none|600px|View of the distinct Troy sights.]]
 +
[[Image:BFH RO933-5.jpg|thumb|none|600px|A frame of the reloading animation.]]
 +
 
 +
==Desert Tech Micro Dynamic Rifle==
 +
The [[Desert Tech Micro Dynamic Rifle]] appears as the "MDC" (despite being modeled as a full sized MDR) in the Robbery DLC. It is coded to use 7.62x39mm ammunition.
 +
[[file:Desert Tech MDR.jpg|thumb|450px|none|Prototype/Pre-production Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO]]
 +
[[file:Desert Tech MDR-C.jpg|thumb|400px|none|Prototype Desert Tech Micro Dynamic Rifle Compact, for comparison - 5.56x45mm NATO]]
 +
[[File:BFH MDR 1.jpg|thumb|none|600px|The Desert Tech MDR in idle.]]
 +
[[File:BFH MDR 2.jpg|thumb|none|600px|ADS view.]]
 +
[[File:BFH MDR 3.jpg|thumb|none|600px|Reloading the MDR, note the early style ejection port.]]
 +
[[File:BFH MDR 4.jpg|thumb|none|600px|The rifle is brought back to shoulder and then charged with the left hand.]]
 +
[[File:BFH MDR 5.jpg|thumb|none|600px|Combining a laser module and the iron sights allows the MDR to do this neat trick, too.]]
 +
 
 +
==Enfield L85A2==
 +
The [[L85A2]] is available to the Operator class, a rather odd choice given that only a very small number of semi-automatic SA80s have been imported into the United States and probably no L85A2s will ever end up in the hands of American cops or criminals. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds.
 +
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]
 +
[[File:BFH L85 1.jpg|thumb|none|600px|The L85 with it's default ACOG sight.]]
 +
[[File:BFH L85 2.jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH L85 3.jpg|thumb|none|600px|Reloading with a rather poor technique.]]
 +
[[File:BFH L85 4.jpg|thumb|none|600px|Charging the L85A2. The bolt doesn't lock back like it should, unlike BF4.]]
 +
 
 +
==FAMAS Valorisé==
 +
The [[FAMAS Valorisé]] appears as the "FAMAS" in the Robbery DLC. It is a bit slower than prior ''Battlefield'' games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class. As with the L85A2 mentioned above, it is another odd choice as only a few (about 200) "MAS .223" semi-automatic civilian rifles were ever imported into the United States prior the 1989 ban on the importation of foreign semi-automatic rifles, and these rifles were essentially FAMAS F1s with "bugle" carry handle as they predated the FÉLIN program. The variant in-game has the incorrect [[FAMAS#FAMAS_G2|G1/G2]] style trigger guard rather than the [[FAMAS#FAMAS_F1|F1]] type, and it also incorrectly has a ribbed F1 style barrel.
 +
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]
 +
[[File:BFH FAMAS 1.jpg|thumb|none|600px|Looking at a plane crash with a customized FAMAS.]]
 +
[[File:BFH FAMAS 2.jpg|thumb|none|600px|Reloading.]]
 +
[[File:BFH FAMAS 3.jpg|thumb|none|600px|Charging the FAMAS.]]
 +
 
 +
==FN F2000 Tactical==
 +
The [[FN F2000 Tactical]], equipped with the railed handguard of the FS2000 CQB, appears as the "F2000" in the Robbery DLC, exclusive to the Criminal Operator. Unlike in ''Battlefield 4'', the original F2000's scope is used as the default ironsights instead of the F2000 Tactical's backup irons. Also unlike BF4, where the weapon turns back into the original F2000 when the original F2000 scope is used, the scope in ''Hardline'' is apparently mounted onto the F2000 Tactical's raised rails, with a piece of the raised rails visibly protruding from the front; this is impossible in reality, and the protruding rail would be occupied by the front sling loop on the real F2000.
 +
[[Image:FN_F2000_tactical.jpg|thumb|none|450px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]
 +
[[File:FN FS2000 RIS.jpg|thumb|none|450px|FN FS2000 CQB - 5.56x45mm NATO]]
 +
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]
 +
[[File:BFH F2000 1.jpg|thumb|none|600px|Looking at the F2000.]]
 +
[[File:BFH F2000 2.jpg|thumb|none|600px|Aiming through the 1.6x scope.]]
 +
[[File:BFH F2000 3.jpg|thumb|none|600px|Reloading a customized F2000.]]
 +
[[File:BFH F2000 4.jpg|thumb|none|600px|Mashing in the magazine.]]
 +
[[File:BFH F2000 5.jpg|thumb|none|600px|Pulling the F2000's charging handle back.]]
  
 
==Heckler & Koch G36C==
 
==Heckler & Koch G36C==
[[Heckler & Koch G36C]] is unlocked by the Operator class. Like in Battlefield 4, it has an incorrect rate of fire of 650 rounds per minute instead of 750.
+
[[Heckler & Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in ''Battlefield 4'', during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to its proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons.
 
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler & Koch G36C - 5.56x45mm NATO]]
 
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler & Koch G36C - 5.56x45mm NATO]]
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]
+
[[Image:BFHLG36C02.jpg|thumb|none|600px|Being held.]]
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]
+
[[Image:BFHLG36C03.jpg|thumb|none|600px|Iron sights.]]
 
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]
 
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]
 +
[[File:BFH G36C 1.jpg|thumb|none|600px|Overlooking some police cars with a G36C. For some reason, the operating rod that the charging handle is attached to has vanished; compared to the pre-release images above. This bug is also not present on the "MG36".]]
 +
[[File:BFH G36C 2.jpg|thumb|none|600px|Aiming with the Trijicon SRS02 with a greenish-yellow reticule.]]
 +
[[File:BFH G36C 3.jpg|thumb|none|600px|Reloading.]]
 +
[[File:BFH G36C 4.jpg|thumb|none|600px|Releasing the charging handle.]]
  
==Heckler & Koch G36E/KV Hybrid==
+
==Heckler & Koch G36 ("MG36")==
During the June 2014 beta, the [[Heckler & Koch G36|H&K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the "MG36" LMG variant, but it is obviously NOT an MG36 since H&K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups.
+
 
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler & Koch G36KV with rail top carry handle - 5.56x45mm NATO]]
+
The [[Heckler & Koch G36]] with the G36C carrying handle, bipod, and 100-round Beta C-Mags appears as the "MG36"; the actual MG36 is a rare G36 variant with export G36 sights, and ceased development before the standardization of Picatinny rails.
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the "MG36" Configuration -(fake) 5.56x45mm NATO]]
+
 
 +
It was the default Enforcer weapon during the June 2014 beta, but became a Battle Pickup from the February 2015 beta onwards (into the release version), along with the other LMGs. It always spawns with a CompM4S sight, Muzzle Brake, and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade.
 +
 
 +
The G36C carry handle lacks its integral iron sights; during the Beta, when using the gun with iron sights, the gun uses rail-mouted aftermarket backup iron sights instead. The gun is also depicted with an incorrect non-reciprocating bolt.
 +
 
 +
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]
 +
[[Image:G36 CMag.jpg|thumb|450px|none|Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]
 
[[Image:BFHLG36K01.jpg|thumb|none|600px|"MG36" being held.]]
 
[[Image:BFHLG36K01.jpg|thumb|none|600px|"MG36" being held.]]
 
[[Image:BFHLG36K02.jpg|thumb|none|600px|"MG36" iron sights.]]
 
[[Image:BFHLG36K02.jpg|thumb|none|600px|"MG36" iron sights.]]
 
[[Image:BFHLG36K04.jpg|thumb|none|600px|"MG36" with an EOtech holographic sight.]]
 
[[Image:BFHLG36K04.jpg|thumb|none|600px|"MG36" with an EOtech holographic sight.]]
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock "MG36"  in the loadout menu.]]
+
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock "MG36"  in the beta loadout menu.]]
 +
[[File:BFH MG36 1.jpg|thumb|none|600px|Preparing to lay an ambush in the [[The Rock|infamous Alcatraz shower room]] with the final game's MG36.]]
 +
[[File:BFH MG36 3.jpg|thumb|none|600px|Aiming the MG36.]]
 +
[[File:BFH MG36 4.jpg|thumb|none|600px|Grabbing the C-Mag.]]
 +
[[File:BFH MG36 6.jpg|thumb|none|600px|Sliding in a new one.]]
 +
[[File:BFH MG36 5.jpg|thumb|none|600px|Chambering the MG36.]]
  
==IMI Galil ARM==
+
==Heckler & Koch HK416==
The [[Galil ARM]] is available to the Operator class as the "ARM".
+
The [[Heckler & Koch HK416]] with 14.5 inch barrel is available to the Criminal Operator class as the "M416". With the heavy barrel attachment, it becomes a long length 19.9 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class.
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]
+
[[Image:HK416 14.5 Current.jpg|thumb|none|450px|Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]
 +
[[File:BFH 416 1.jpg|thumb|none|600px|Looking at some rocks with one of the most popular weapons featured in the modern ''Battlefield'' games.]]
 +
[[File:BFH 416 2.jpg|thumb|none|600px|Aiming the old style HK416 iron sights.]]
 +
[[File:BFH 416 3.jpg|thumb|none|600px|Reloading. The worn finish isn't actually default; the universal "Black" camouflage gives it a neat worn look though.]]
 +
[[File:BFH 416 4.jpg|thumb|none|600px|Hitting the bolt release.]]
  
==IMI Galil ACE N 21==
+
==IMI Galil AR==
The Galil ACE N 21 is available to the Operator class as the "CAR-556".
+
The [[Galil AR]] is available to the Operator class; it is referred to as the ARM variant, despite not having a carrying handle nor a folding bipod. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.
 +
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]
 +
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu. Note 50-round Galil magazine and the custom handguard.]]
 +
[[File:BFH ARM gunrange.jpg|thumb|none|600px|A Galil in the loading sequence of the test range. A long Galil ACE barrel lies above it.]]
 +
 
 +
==IWI Galil ACE 22==
 +
The [[Galil ACE 22]] is available to the Operator class as the "CAR-556". It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC it is free for all players. It possesses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding an incorrect 40 rounds in its 30-round STANAG magazines (which are, as in ''BF4'', incorrectly shoved into the rock-and-lock Galil magazine well).
 +
 
 +
The pre-alpha version of the "CAR-556" was modeled after the shorter barreled Galil ACE 21; the menu icon still displays an ACE 21.
 +
[[File:Galil ACE 22.jpg|thumb|none|400px|Galil ACE 22 - 5.56x45mm NATO]]
 +
[[File:Galil ACE 21.jpg|thumb|none|350px|Galil ACE 21 - 5.56x45mm NATO, seen in the menu icon and the pre-alpha.]]
 +
[[File:BFH ACE 1.jpg|thumb|none|600px|Looking down a road with the Galil ACE.]]
 +
[[File:BFH ACE 2.jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH ACE 3.jpg|thumb|none|600px|Mid-firing, note the aftermarket charging handle, which appears to be a slightly-shrunken version of the [[FN F2000]]'s. The sliding dust cover that normally covers the charging handle port is gone, for some reason.]]
 +
[[File:BFH ACE 4.jpg|thumb|none|600px|Rocking in a STANAG magazine with the tell-tale indents.]]
 +
[[File:BFH ACE 5.jpg|thumb|none|600px|Chambering the ACE.]]
 +
[[File:BFH TaurusACE.jpg|thumb|none|600px|Tony Alpert's minutemen goons wield unique ACE 22s fitted with stocks, never seen elsewhere in the game.]]
 +
 
 +
==M1A1 Carbine==
 +
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called "M1" only (likely to avoid confusion with M1A1 Thompson). It uses 30-round magazines and has the stock folded by default. It can be unfolded by using the "Stock" attachment. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip, and flash hider options.
 +
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]
 +
[[File:BFH M1A1Carbine 1.jpg|thumb|none|600px|The default M1A1 Carbine.]]
 +
[[File:BFH M1A1Carbine 2.jpg|thumb|none|600px|ADS view.]]
 +
[[File:BFH M1A1Carbine 3.jpg|thumb|none|600px|Reloading the paratrooper carbine.]]
 +
[[File:BFH M1A1Carbine 4.jpg|thumb|none|600px|Giving the charging handle a tug.]]
 +
[[File:BFH M1A1Carbine 5.jpg|thumb|none|600px|Letting go, which gives a good view of the folded stock. However, the real M1A1 stock does not fold on the right side; it actually folds to the left.]]
 +
[[File:BFH M1A1Carbine 6.jpg|thumb|none|600px|A fully upgraded M1A1 in the loadout screen. Note that the cheekrest on the stock should be facing this way.]]
 +
[[File:BFH M1A1Carbine 7.jpg|thumb|none|600px|Reloading the modified carbine.]]
 +
 
 +
==Mk 12 Mod 1 SPR==
 +
The [[Mk 12 Special Purpose Rifle]] is available in the Getaway DLC. In early stages it was more appropriately called "M12 Mod 1", but in the retail release it has been incorrectly renamed to "RO933 M1". The rifle's default flash hider appears to count as a muzzle brake; the only other barrel attachment for the Mark 12 is a sound suppressor.
 +
[[File:MK12Mod1.jpg|thumb|none|450px|Mark 12 Mod 1 SPR with suppressor, 30-round magazine, Harris bipod, and Leupold Mark 4 scope - 5.56x45mm NATO]]
 +
[[File:BFH MK12.jpg|thumb|none|600px|Mark 12 Mod 1 in game.]]
 +
[[File:BFH MK12-1.jpg|thumb|none|600px|View down the Troy folding iron sights.]]
 +
[[File:BFH MK12 reload.jpg|thumb|none|600px|Reloading; the PMAG briefly clips through the lower receiver.]]
 +
[[File:BFH Mk12 2.jpg|thumb|none|600px|A Mk 12 Mod 1 customized to resemble the rifles used in [[Lone Survivor]].]]
 +
[[File:BFH Mk12 3.jpg|thumb|none|600px|Aiming through a canted Trijicon RMR.]]
 +
[[File:BFH Mk12 4.jpg|thumb|none|600px|Preparing to dump the magazine. The Mark 12 uses the same animations as the M16.]]
 +
[[File:BFH Mk12 5.jpg|thumb|none|600px|Thumbing the bolt release.]]
 +
 
 +
==Remington ACR==
 +
The [[Remington ACR]] is available to the Operator class as the "ACW-R". It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players.
 +
[[Image:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO]]
 +
[[File:BFH ACR 1.jpg|thumb|none|600px|A pimped-out "ACW-R".]]
 +
[[File:BFH ACR 2.jpg|thumb|none|600px|ADS of the Micro T1.]]
 +
[[File:BFH ACR 3.jpg|thumb|none|600px|Mid-magazine reload.]]
 +
[[File:BFH ACR 4.jpg|thumb|none|600px|Putting in a fresh one.]]
 +
[[File:BFH ACR 5.jpg|thumb|none|600px|Hitting the bolt release with the trigger finger as in ''Battlefield 4''; it may be a more efficient method but it isn't as interesting to watch.]]
 +
 
 +
==SAR 21 MMS==
 +
The [[SAR 21|SAR 21 MMS]] is available in the Getaway DLC. As with the FAMAS and L85A2 mentioned above, SAR-21s are pretty uncommon rifles within the United States, as most rifles are civilian semi-automatics of the original model that lacks the rail system.
 +
[[File:SAR-21 MMS rifle.jpg|thumb|none|450px|SAR 21 MMS with EOTech holographic sight - 5.56x45mm NATO]]
 +
[[File:BFH SAR21 1.jpg|thumb|none|600px|Looking upon a snowy boneyard with the STK SAR 21 MMS.]]
 +
[[File:BFH SAR21 2.jpg|thumb|none|600px|Iron sight view of the SAR-21.]]
 +
[[File:BFH SAR21 3.jpg|thumb|none|600px|Reloading.]]
 +
[[File:BFH SAR21 4.jpg|thumb|none|600px|Chambering the SAR-21.]]
 +
 
 +
==SIG SG 553==
 +
Returning from ''3'' and ''4'', the [[SIG SG 553]] is available to the Law Enforcement Operator class. It is equipped with an SRS Red Dot by default.
 +
[[File:SIG SG 553-1 SP.jpg|none|thumb|450px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]
 +
[[File:BFH 553 1.jpg|thumb|none|600px|A properly decked-out SG 553.]]
 +
[[File:BFH 553 2.jpg|thumb|none|600px|Reloading. Note the serial numbers, which are those of a semi-auto only SIG SG 553-1 SP, identical to the previous games and also to the exact reference image above.]]
 +
[[File:BFH 553 3.jpg|thumb|none|600px|Fresh mag in.]]
 +
[[File:BFH 553 4.jpg|thumb|none|600px|Thumbing the bolt release.]]
 +
 
 +
==Steyr AUG A3==
 +
The [[Steyr AUG A3]] is available in the Betrayal DLC.
 +
[[File:6.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3 18-inch barrel with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm NATO]]
 +
[[File:BFH AUGA3 1.jpg|thumb|none|600px|Handling the AUG A3.]]
 +
[[File:BFH AUGA3 2.jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH AUGA3 3.jpg|thumb|none|600px|Reloading the AUG.]]
 +
[[File:BFH AUGA3 4.jpg|thumb|none|600px|Unlike the previous games, the charging handle is pulled on empty reloads.]]
 +
 
 +
=Battle Rifles=
  
 
==DSA SA58 OSW==
 
==DSA SA58 OSW==
The [[DSA SA58 OSW]] is available to the Criminal Enforcers and appears as "SA-58 OSW".
+
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as the "SA-58 OSW". It holds 20+1 rounds and comes with a PK-A 3.5x scope by default.
 
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]
 
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]
+
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|Being held.]]
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]
+
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|Iron sights.]]
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]
+
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round.]]
 
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]
 
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]
 +
[[File:BFH SA58 1.jpg|thumb|none|600px|Rocking in a 20-round magazine into a customized SA58.]]
  
==Heckler & Koch HK416==
+
==FN FAL==
The [[Heckler & Koch HK416]] is available to the Operator class as the "M416".
+
The [[FN FAL]] is available in the Criminal Activity DLC for the Criminal Enforcer class. Tthe stock attachment gives it synthetic furniture. It is nearly identical to its more modern counterpart except for a faster rate of fire. It can also use the "Extended Magazine" option, unlike the SA58, which gives it a long 30-round straight magazine, although it only holds 25 rounds.
[[File:Heckler and Koch 416.jpg|thumb|none|450px|Heckler & Koch HK416 - 5.56x45mm NATO]]
+
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL "G Series" - 7.62x51mm NATO]]
 +
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]
 +
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]
 +
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the "Stock" attachment, which gives the entire weapon synthetic furniture.]]
 +
[[File:BFH FAL (1).jpg|thumb|none|600px|Looking at warehouse with the FAL.]]
 +
[[File:BFH FAL (2).jpg|thumb|none|600px|ADS view.]]
 +
[[File:BFH FAL (3).jpg|thumb|none|600px|Reloading a two-toned FN FAL.]]
 +
[[File:BFH FAL (4).jpg|thumb|none|600px|Charging the rifle.]]
 +
 
 +
==FN SCAR-H==
 +
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the "SCAR-H", is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also incorrectly shows the magazine release button being pressed instead of the bolt release.  
 +
 
 +
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]
 +
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]
 +
[[Image:BFH SCAR.jpg|thumb|none|600px|SCAR-H CQB in-game, note the folded stock. It can be extended with the "Stock" attachment, which already comes with the weapon upon purchase.]]
 +
[[Image:BFH SCAR-1.jpg|thumb|none|600px|SCAR-H iron sights; the rear aperture is cropped like its ''Call of Duty'' counterparts, unlike the model in ''Battlefield 4''.]]
 +
[[Image:BFH SCAR-2.jpg|thumb|none|600px|Reloading.]]
 +
[[Image:BFH SCAR-3.jpg|thumb|none|600px|Reloading the SCAR-H STD from empty; apparently the left side mag release pulls double-duty as the bolt catch. And the iron sights have been sacrificed to the gods of Aimpoint.]]
 +
 
 +
==HK51==
 +
The [[HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock can be extended after the weapon's purchase.
 +
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm NATO]]
 +
[[File:BFH HK51.jpg|thumb|none|600px|The chopped G3 in first person.]]
 +
[[File:BFH HK51-1.jpg|thumb|none|600px|View down the open diopter sights.]]
 +
[[File:BFH HK51-2.jpg|thumb|none|600px|Loading a fresh magazine.]]
 +
[[File:BFH HK51-3.jpg|thumb|none|600px|Racking the HK51's bolt; no HK slap needed. Though inserting a magazine with the bolt closed is rather difficult to do in real life.]]
 +
[[File:BFH MG4 patch.jpg|thumb|none|600px|The license patch for the HK51 is actually that of the [[Heckler & Koch MG4]], bizarrely. This appears to be an artifact left over from the June 2014 beta, as all the other original battle rifles also incorrectly have machine guns on their patches, reflecting how the Enforcer kit originally used them instead of battle rifles. The SA58 has the "MG36" on its patch; the SCAR-H has the M249, and the HCAR has the M240B.]]
  
==SIG SG 553==
+
==Knight's Armament M110K5==
The [[SIG SG 553]] is available to the Operator class as the "SG553".
+
The integrally suppressed [[Knight's Armament SR-25|M110K5]] is available in the Blackout DLC as an all-class selective fire battle rifle.
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]
+
[[File:M110K5.jpg|thumb|none|450px|Knight's Armament M110K5 - 7.62x51mm NATO]]
 +
[[File:BFH M110K5 1.jpg|thumb|none|600px|A M110K5 kitted-out with an ACOG scope, laser, and Magpul angled foregrip.]]
 +
[[File:BFH M110K5 2.jpg|thumb|none|600px|Reloading, using the same animations from the SR25 ACC.]]
 +
[[File:BFH M110K5 3.jpg|thumb|none|600px|It uses a rather large 25-round magazine resembling an elongated PMAG 7.62.]]
 +
[[File:BFH M110K5 4.jpg|thumb|none|600px|Moving to smack the bolt release.]]
  
==L85A2==
+
==M14 (Sage EBR chassis)==
The [[L85A2]] is available to the Operator class.
+
An [[M14]] fitted in a Sage EBR chassis is available in the Getaway DLC. In early stages it was appropriately called an "M14 Sage", but in the retail release it has been incorrectly renamed to the "[[M39 Enhanced Marksman Rifle|M39 EMR]]", like it was in the two previous games. It is depicted with a full-auto setting in-game, which is possible for an M14, but not for the M39 EMR in reality.
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]
+
[[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]
 +
[[File:BFH M39 1.jpg|thumb|none|600px|The "M39 EMR" with a foregrip and infrared laser. Another odd quirk of the rifle is that the default flash hider is present in the world/menu model, but not in first person view.]]
 +
[[File:BFH M39 2.jpg|thumb|none|600px|Ditto, but now with a holographic sight and heavy barrel. Note how the weapon is held lower when attaching optics. In previous games, a scope rail was used over the ejection port, but in ''Hardline'' the mount is only present when attaching magnified optics.]]
 +
[[File:BFH M39 3.jpg|thumb|none|600px|Aiming the M14.]]
 +
[[File:BFH M39 4.jpg|thumb|none|600px|Reloading, note the charging handle is locked back but the bolt isn't.]]
 +
[[File:BFH M39 5.jpg|thumb|none|600px|Releasing the M14's bolt handle.]]
  
==Bushmaster ACR==
+
==Ohio Ordnance HCAR==
The [[Bushmaster ACR]] is available to the Operator class as the "ACW-R".
+
The [[Ohio Ordnance HCAR]] is available for the Law Enforcement Enforcer class. It incorrectly has a full-auto option; the real one is semi-auto only. Much like its counterpart on the Criminal team, the HK51, it has a slow rate of fire but high power. In single-player it has a capacity of 20 rounds, compared to the more common 30-round magazine used in multiplayer. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights & PMag magazine - 5.56x45mm NATO]]
+
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]
 +
[[File:BFH HCAR.jpg|thumb|none|600px|Ohio Ordnance HCAR in all its 30-06 glory.]]
 +
[[File:BFH HCAR-1.jpg|thumb|none|600px|Troy iron sight view.]]
 +
[[File:BFH HCAR-2.jpg|thumb|none|600px|HCAR with the magazine out.]]
 +
[[File:BFH HCAR-3.jpg|thumb|none|600px|Pressing the bolt release.]]
  
 
==PTR 91==
 
==PTR 91==
The [[Heckler & Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Professional class.
+
The [[PTR 91]] is available as a marksman rifle to the Criminal Professional class. It appears to be a PTR 91 F, noted by the barrel length and the shape of the handguard, though it has a 6 o'clock rail on the handguard and a welded scope mount on the receiver as seen on other versions (a combination of all these elements would later become standard on the PTR 91 FR variant after the game's release). It is shown with a fluted barrel, similarly to some variants such as the PTR MSG 91.
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]
 
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]
 
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]
 
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]
 
  
==SAIGA 308==
+
[[File:PTR 91 F.jpg‎|thumb|none|450px|PTR 91 F - 7.62x51mm NATO]]
The [[SAIGA 308]] as the "SAIGA .308" is unlocked by the Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large.
+
[[File:PTR 91 FR.jpg|thumb|none|450px|PTR 91 FR - 7.62x51mm NATO, for comparison. The configuration pictured here seems to have entered production after the game's release.]]
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]
+
[[Image:BFHLPTR02.jpg|thumb|none|600px|The PTR 91 being held.]]
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|"SAIGA .308" being held.]]
+
[[Image:BFHLPTR03.jpg|thumb|none|600px|Iron sights.]]
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock "SAIGA .308" in the loadout menu.]]
+
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR 91 in the alpha loadout menu. The rails are shorter compared to the retail release. Note that the handguard is slightly longer than the real PTR 91F.]]
 +
[[File:BFH PTR91 1.jpg|thumb|none|600px|The iron sights of the PTR 91 in the final build of the game, note the sight picture is further forward and the front sight post is lower, fitting into the v-notch.]]
 +
[[File:BFH PTR91 2.jpg|thumb|none|600px|Changing magazines, this PTR has the original G3 paddle release.]]
 +
[[File:BFH PTR91 3.jpg|thumb|none|600px|Locking the bolt back.]]
 +
[[File:BFH PRT91 4.jpg|thumb|none|600px|About to send it home with a hearty HK slap.]]
 +
 
 +
==Saiga 308==
 +
The [[Saiga 308]] as the "SAIGA .308" can be purchased for the Criminal Professional class. In the beta, no iron sight was available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights. It uses 10-shot magazines that erroneously hold 20 rounds in gameplay.  
 +
[[Image:Saiga 308.jpg|thumb|none|450px|Saiga 308 - 7.62х51mm NATO]]
 +
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|Saiga 308 being held.]]
 +
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock Saiga 308 in the loadout menu.]]
 +
[[File:BFH Saiga308 1.jpg|thumb|none|600px|On the prowl with a vanilla Saiga 308.]]
 +
[[File:BFH Saiga308 2.jpg|thumb|none|600px|Aiming the Saiga. In the second beta, these were misaligned but fortunately got rectified in the final product.]]
 +
[[File:BFH Saiga308 3.jpg|thumb|none|600px|Reloading.]]
 +
[[File:BFH Saiga308 4.jpg|thumb|none|600px|]]
 +
[[File:BFH Saiga308 5.jpg|thumb|none|600px|Chambering the S308.]]
 +
 
 +
==SIG SG 510-4 / StG 57 Hybrid==
 +
The [[SIG SG 510]] is available in the Criminal Activity DLC for the Law Enforcement Enforcer class. It's modeled after both the StG 57 and SG 510-4, as it has the overall black furniture and stock of the StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine manages to hold 24 rounds despite being rather small, while the "Extended Magazine" accessory gives it the longer mag of the StG 57 that holds 29+1 rounds.
 +
 
 +
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]
 +
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]
 +
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu. Note that it has the handguard similar to that of a SG 550 series rifle.]]
 +
[[File:BFH SG510 (1).jpg|thumb|none|600px|Inspecting the SG510.]]
 +
[[File:BFH SG510 (2).jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH SG510 (3).jpg|thumb|none|600px|Reloading the small default magazine.]]
 +
[[File:BFH SG510 (4).jpg|thumb|none|600px|Pulling the "beer keg" charging handle.]]
  
 
==Springfield Armory M1A SOCOM 16==
 
==Springfield Armory M1A SOCOM 16==
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] , known simply as "SOCOM 16", is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.
+
The [[Springfield Armory M1A SOCOM 16]], known simply as the "SOCOM 16", is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes similar to a full length M1A.
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]
+
[[Image:M1A-Socom.jpg|thumb|none|450px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]
 +
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm NATO]]
 +
[[File:BFH SOCOM16.jpg|thumb|none|600px|The M1A SOCOM 16 in idle.]]
 +
[[File:BFH SOCOM16 1.jpg|thumb|none|600px|View down the traditional SOCOM 16 ironsights.]]
 +
[[File:BFH SOCOM16 2.jpg|thumb|none|600px|Firing at nothing in particular.]]
 +
[[File:BFH SOCOM16 3.jpg|thumb|none|600px|Reloading the M1A.]]
 +
[[File:BFH SOCOM16 4.jpg|thumb|none|600px|Chambering a .308 round on an empty reload.]]
 +
[[File:BFH SOCOM16 5.jpg|thumb|none|600px|The M1A with a heavy barrel attachment.]]
  
 
=Machine Guns=
 
=Machine Guns=
 
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.
 
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.
  
==M240B==
+
==FN M240B==
The [[M240B]] comes back from the previous [[Battlefield]] series.
+
The [[M240B]] comes back from the previous ''[[Battlefield]]'' series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight, stubby grip and a muzzle device.  
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]
+
[[Image:M240-1.jpg‎|thumb|none|450px|FN M240B - 7.62x51mm NATO]]
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]
+
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the alpha loadout menu. As in previous games, it is fitted with a fictional bottom-mounted belt box, which cannot be attached and would block the ejection port.]]
 +
[[File:BFH M240 1.jpg|thumb|none|600px|Manhandling the M240.]]
 +
[[File:BFH M240 2.jpg|thumb|none|600px|240 Bravo, in idle.]]
 +
[[File:BFH M240 3.jpg|thumb|none|600px|Charging the bolt, in a bit more dramatic way than the machine guns of the last two games.]]
 +
[[File:BFH M240 4.jpg|thumb|none|600px|Popping up the top cover while ignoring the burning chopper behind the motel...]]
 +
[[File:BFH M240 5.jpg|thumb|none|600px|Reloading.]]
 +
 
 +
==FN M249 Para==
 +
The [[M249]] is mounted on the Counter/Heavy Attack Truck, and is usable by the secondary gunner. It was available as a portable weapon for the Enforcer class during early betas, but was removed in the final release.
 +
[[Image:M249 Para ACOG.jpg‎|thumb|none|400px|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]]
 +
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, which is mounted on top of a Counter/Heavy Attack Truck.]]
 +
[[File:BFH M249 Mk19.jpg|thumb|none|600px|A somewhat clearer view of the guns mounted on the Counter Attack Truck.]]
 +
[[File:BFH M249 1.jpg|thumb|none|600px|A low detail SAW is also mounted in a firing port in the back of the SUV vehicles.]]
 +
 
 +
==Lewis Gun==
 +
A customized [[Lewis Gun]] is available in the Betrayal DLC as the "Syndicate Gun". It has a truncated barrel, no stock, an AN/PEQ-15 laser, and a PK-A scope with a custom reticule. In the CTE pre-release tests, it was the same base Lewis gun used in DICE's ''[[Star Wars Battlefront]]'' and ''[[Battlefield 1]]''. The final in-game model actually has the same ribbing on the forced-air cooling shroud as seen in the former game.
 +
 
 +
In the CTE pre-release, the "Syndicate Gun" was in its original length configuration with the rear sight folded down.
 +
[[File:Lewis gun.JPG|thumb|none|450px|Lewis Gun - .303 British]]
 +
[[File:BFH Lewis (1).jpg|thumb|none|600px|A Lewis Gun pilfered from another player. Note the green laser dots in the center of the crosshair. Also note the Syndicate symbol on the top of the magazine; while neat-looking, this does somewhat problematically block the magazine release.]]
 +
[[File:BFH Lewis (2).jpg|thumb|none|600px|Aiming down the scope.]]
 +
[[File:BFH Lewis (3).jpg|thumb|none|600px|Pulling the pan magazine off on a reload.]]
 +
[[File:BFH Lewis (4).jpg|thumb|none|600px|Charging the Lewis.]]
 +
 
 +
==RPK / Zastava M72 Hybrid==
 +
A hybrid of the [[RPK]] and the [[Zastava M72]] was added to the game in the Robbery DLC, as the "RPK". It has many visual features of the Zastava M72 (specifically the early milled receiver model), such as the left side of the receiver, the barrel ribbing, the handguard and the front sight, combined with the right side of an RPK's stamped receiver, along with the RPK's cleaning rod retainer.
 +
 
 +
Like the Galil AR, the "RPK" holds a high capacity of 50 rounds, in this case in a drum magazine (even though actual RPKs' drum magazines hold 75 rounds) and is now categorized as an Assault Rifle. Like the "AKM", the RPK is fitted with its original wood handguard by default, but when equipping anything in the Accessory slot it becomes an RIS handguard.
 +
 
 +
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round drum magazine - 7.62x39mm]]
 +
[[File:Zastava M72 milled.jpg|thumb|none|450px|Zastava M72 with 30-round box magazine - 7.62x39mm]]
 +
[[File:BFH RPK.jpg|thumb|none|600px|Robbery RPK in game.]]
 +
[[File:BFH RPK-4.jpg|thumb|none|600px|Same, with the "Stock" attachment.]]
 +
[[File:BFH RPK-1.jpg|thumb|none|600px|Robbery RPK with the railed forend in first person view.]]
 +
[[File:BFH RPK 1.jpg|thumb|none|600px|The vanilla RPK in sunny Mexico. Or the United States/Mexico border, to be specific.]]
 +
[[File:BFH RPK-2.jpg|thumb|none|600px|Iron sights, note the RIS rail rising above the side blades.]]
 +
[[File:BFH RPK 2.jpg|thumb|none|600px|thumb|none|600px|Again, but without the RIS.]]
 +
[[File:BFH RPK 3.jpg|thumb|none|600px|thumb|none|600px|Clutching the drum magazine.]]
 +
[[File:BFH RPK 4.jpg|thumb|none|600px|thumb|none|600px|Shoving another underloaded drum in.]]
 +
[[File:BFH RPK-3.jpg|thumb|none|600px|Racking the hybrid RPK's bolt.]]
 +
 
 +
==RPK==
 +
Another RPK was added in the Betrayal DLC, modeled with a standard 40-round box magazine (that still holds 50 rounds), and incorrectly referred to as an [[RPK-74]] (similarly to ''[[Battlefield 3]]''). In contrast to the first version, it has a proper RPK's receiver and barrel components, though it lacks a cleaning rod retainer. It also has a ribbed dust cover, a feature of certain variants such as early Soviet RPKs and Romanian RPKs.
  
==M249 Para==
+
[[File:RPK right side.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm]]
An [[M249]] is featured on the Counter/Heavy Attack Truck, being used by the secondary gunner.
+
[[File:BFH RPK 5.jpg|thumb|none|600px|thumb|none|600px|Other side of the border, other RPK.]]
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]
+
[[File:BFH RPK 6.jpg|thumb|none|600px|thumb|none|600px|Aiming the not-RPK-74.]]
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]
+
[[File:BFH RPK 7.jpg|thumb|none|600px|thumb|none|600px|"Where's my bipod?"]]
 +
[[File:BFH RPK 8.jpg|thumb|none|600px|thumb|none|600px|Charging the RPK with the right hand, the biggest difference from its ''Battlefield 3'' and ''4'' animation reel.]]
  
 
=Sniper Rifles=
 
=Sniper Rifles=
 +
==AAC Integrally Suppressed Remington 700==
 +
The AAC Integrally Suppressed [[Remington 700]] appears as the ".300 Knockout". It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bolt by default. It has a default magazine capacity of 10+1 rounds in singleplayer, and 5+1 in multiplayer.
 +
[[Image:R700 AAC.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]
 +
[[File:BFH R700 AAC (1).jpg|thumb|none|600px|Cycling the bolt on an acquired AAC R700.]]
 +
[[File:BFH R700 AAC (2).jpg|thumb|none|600px|Reloading after a kill. The chrome finish on the metal parts is an unlock.]]
 +
 +
==Accuracy International AWC==
 +
The [[Accuracy International Arctic Warfare Covert]] is available in the Getaway DLC. In-game it is inaccurately referred to as "AWS" (Arctic Warfare Suppressed), which refers to the non-folding stock variant. It was the only bolt-action sniper rifle that was available to all classes before the addition of the Springfield M1903.
 +
[[File:Mystery AWC.jpg|thumb|none|450px|Accuracy International AW Covert - 7.62x51mm NATO]]
 +
[[File:BFH AWC 1.jpg|thumb|none|600px|A customized Arctic Warfare Covert in a Chinatown market.]]
 +
[[File:BFH AWC 2.jpg|thumb|none|600px|Cycling the bolt.]]
 +
[[File:BFH AWC 3.jpg|thumb|none|600px|Pulling the bolt back.]]
 +
[[File:BFH AWC 4.jpg|thumb|none|600px|Reloading the AWC.]]
 +
 
==Accuracy International AWM-F==
 
==Accuracy International AWM-F==
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated "AWM", and correctly chambered in .338 Magnum.
+
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]] can be purchased for the Criminal Professional. This time around, it is correctly designated "AWM". However, the weapon's projectile in the game files is erroneously stated to be 7.62x51mm NATO instead of .338 Lapua Magnum. Nevertheless, the weapon can be equipped with the ".338 Magnum Rounds" accessory, which essentially corrects this.
 
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]
 
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete "AWM" on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]
+
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete "AWM" on June 2014 beta. Note the weapon model is actually reused of ''[[Battlefield 4]]'''s AWM-F.]]
 +
[[File:BFH AWM 1.jpg|thumb|none|600px|The AWM in the released game. The stock now has the familiar green color by default.]]
 +
[[File:BFH AWM 2.jpg|thumb|none|600px|Ejecting a .338 casing.]]
 +
[[File:BFH AWM 3.jpg|thumb|none|600px|Opening the AWM's bolt.]]
 +
[[File:BFH AWM 4.jpg|thumb|none|600px|Reloading. By default, the muzzle brake is actually absent, and has to be unlocked.]]
  
==Knight's Armament SR-25 Enhanced Combat Carbine==
+
==Barrett M98B==
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as "SR-25 ECC".
+
The [[Barrett M98B]] is available in the Betrayal DLC.
[[Image:Knights_Armament_SR25_ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]
+
[[Image:Barrett M98B.jpg|thumb|none|500px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete "SR-25 ECC" in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]
+
[[File:BFH M98B 1.jpg|thumb|none|600px|Handling a tan Barrett M98 Bravo.]]
 +
[[File:BFH M98B 2.jpg|thumb|none|600px|Reloading the M98B.]]
 +
[[File:BFH M98B 3.jpg|thumb|none|600px|Chambering a round.]]
  
==AAC Integrally Suppressed Remington 700==
+
==Barrett M107==
The AAC Integrally Suppressed Remington 700 appears as the ".300 Knockout".
+
The [[Barrett M107]] appears as the "M82 .416" in the Robbery DLC. It is actually modeled after the version chambered in .50 BMG; the real .416 Barrett variant has a cylindrical muzzle brake with three holes.
[[Image:Img 5166-tfb.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]
+
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]]
 +
[[File:BFH M82 1.jpg|thumb|none|600px|Idling around with an "M82 .416." equipped with a Trijicon TA648 and RMR.]]
 +
[[File:BFH M82 2.jpg|thumb|none|600px|View through the Trijicon scope...]]
 +
[[File:BFH M82 3.jpg|thumb|none|600px|...and through the reflex sight. Attempting to fire a Barrett from this posture would probably be very painful.]]
 +
[[File:BFH M82 4.jpg|thumb|none|600px|Rocking in a magazine.]]
 +
[[File:BFH M82 5.jpg|thumb|none|600px|Tugging the M107's massive bolt. Basically the same procedure seen in ''[[Battlefield_4#Barrett_M107|Battlefield 4]]'', from a slightly different angle.]]
 +
 
 +
==Desert Tactical Arms Stealth Recon Scout==
 +
The [[Desert Tactical Arms Stealth Recon Scout]] is available in the Getaway DLC. It is strangely named "388-Recon" (as opposed to "338-Recon" as seen in BF4).
 +
[[Image:DTASRS.jpg|thumb|none|450px|Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum]]
 +
[[File:BFH SRS 1.jpg|thumb|none|600px|Looking at a black Stealth Recon Scout.]]
 +
[[File:BFH SRS 2.jpg|thumb|none|600px|Cycling the bolt.]]
 +
[[File:BFH SRS 3.jpg|thumb|none|600px|Reloading.]]
 +
 
 +
==FN FNAR==
 +
The [[FN FNAR]] is available in the Betrayal DLC as "SP-AR".
 +
[[Image:FNAR HB.jpg|thumb|none|450px|FN FNAR - 7.62x51mm NATO]]
 +
[[File:BFH FNAR 1.jpg|thumb|none|600px|The FNAR in idle.]]
 +
[[File:BFH FNAR 2.jpg|thumb|none|600px|Ironsights.]]
 +
[[File:BFH FNAR 3.jpg|thumb|none|600px|Grabbing a spent magazine.]]
 +
[[File:BFH FNAR 4.jpg|thumb|none|600px|Mag out.]]
 +
[[File:BFH FNAR 5.jpg|thumb|none|600px|Releasing the bolt.]]
 +
 
 +
==Knight's Armament SR-25 E2 Advanced Combat Carbine==
 +
The [[Knight's Armament SR-25|SR-25 E2 Advanced Combat Carbine]] appears in the game, incorrectly referred to as the SR-25 ECC (Enhanced Combat Carbine) variant. It can be purchased for the Law Enforcement Professional.
 +
[[Image:SR25 E2 ACC.jpg|thumb|none|450px|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm NATO]]
 +
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete "SR-25 ECC" in the loadout menu on June 2014 beta. Note the alpha weapon model is actually reused of ''[[Battlefield 4]]'''s Mk 11 Mod 0.]]
 +
[[File:BFH SR25 1.jpg|thumb|none|600px|The final game's SR25 Advanced Combat Carbine.]]
 +
[[File:BFH SR25 2.jpg|thumb|none|600px|Aiming the SR25.]]
 +
[[File:BFH SR25 3.jpg|thumb|none|600px|Reloading. Mid-magazine reloads are simply done with the supporting hand.]]
 +
[[File:BFH SR25 4.jpg|thumb|none|600px|Whereas, when empty, the character dumps the spent magazine with his left hand, but loads a new one in with his right.]]
 +
[[File:BFH SR25 5.jpg|thumb|none|600px|Lastly, pressing the ambidextrous bolt release.]]
 +
 
 +
==M1903A1 Springfield==
 +
The [[M1903A1_Springfield#M1903A1_Springfield_Rifle|M1903A1 Springfield]] with the rear sight of the M1903A3 is available in the Betrayal DLC. As with the other WWII weapons, it is available to all kits. Another strange attribute of this rifle is that the reload animation simply has a single .30-06 round loaded into the chamber, regardless of how many rounds have actually been fired. The empty reload animation also only "loads" 4 rounds, so the Springfield has to be topped off as if it was a closed-bolt weapon fed by detachable magazines.
 +
[[Image:M1903 scoped.jpg|thumb|none|450px|M1903A1 Springfield sniper rifle with 7.8x Unertl scope - .30-06 Springfield]]
 +
[[File:M1903A3 Rifle made by Remington Arms.jpg|thumb|none|450px|M1903A3 Rifle manufactured by Remington Arms for use during World War II. Note the C-type pistol-grip stock - .30-06]]
 +
[[File:BFH M1903 1.jpg|thumb|none|600px|The unscoped hybrid M1903 in-game.]]
 +
[[File:BFH M1903 2.jpg|thumb|none|600px|Sighting in a power line.]]
 +
[[File:BFH M1903 3.jpg|thumb|none|600px|The M1903 with it's unique 8x Unertl scope.]]
 +
[[File:BFH M1903 4.jpg|thumb|none|600px|View through the scope.]]
 +
[[File:BFH M1903 5.jpg|thumb|none|600px|Cycling the '03.]]
 +
[[File:BFH M1903 6.jpg|thumb|none|600px|And now for a completely unrelated change of scenery; the Springfield's empty reload. Note the original M1903A1's ladder sight that looks rather flat; the original rear sight notches appear to have been removed.]]
  
==Remington 700LTR==
+
==Remington Model 700 LTR==
The [[Remington 700| Remington 700 LTR]], as "R700LTR", is the default weapon of the Professional class in June 2014 beta. It seem to be equipped with a fluted barrel.
+
The [[Remington 700| Remington Model 700 LTR]], as "R700LTR", was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional. By default, it is chambered in 7.62x51mm NATO, but can optionally use ".338 Magnum Rounds" as an accessory, like the AWM.
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]
+
[[File:Remington 700P LTR right side.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]
[[Image:BFHLR70001.jpg|thumb|none|600px|"R700 LTR" being held.]]
+
[[Image:BFHLR70001.jpg|thumb|none|600px|Remington 700 LTR being held.]]
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock "R700 LTR" in the loadout menu.]]
+
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock Remington 700 LTR in the alpha loadout menu.]]
 +
[[File:BFH R700 1.jpg|thumb|none|600px|An appropriately-camouflaged Remington 700 LTR in the release version.]]
 +
[[File:BFH R700 2.jpg|thumb|none|600px|Aiming with the 8x scope.]]
 +
[[File:BFH R700 3.jpg|thumb|none|600px|Rechambering the M700 LTR.]]
 +
[[File:BFH R700 4.jpg|thumb|none|600px|Reloading the detachable box magazine.]]
 +
[[File:BFH R700 5.jpg|thumb|none|600px|Pulling the bolt back on an empty reload.]]
  
 
==Steyr Elite==
 
==Steyr Elite==
The [[Steyr Elite]] appear as "Scout Elite", is the default weapon of the Professional class in February 2015 beta.
+
The [[Steyr Elite]] appear as "Scout Elite", is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x.
 
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]
 
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]
 +
[[File:BFH Elite 1.jpg|thumb|none|600px|Inspecting the Steyr Elite.]]
 +
[[File:BFH Elite 2.jpg|thumb|none|600px|Cycling the bolt.]]
 +
[[File:BFH Elite 3.jpg|thumb|none|600px|Topping off with a fresh magazine.]]
 +
[[File:BFH Elite 4.jpg|thumb|none|600px|Reloading the Steyr from empty.]]
  
 
=Launchers=
 
=Launchers=
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.
+
Both the "Stinger" and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.
  
==FIM-92A Stinger==
+
==Training Set Guided Missile M134==
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games.
+
The "[[FIM-92 Stinger]]" appears to be the same Training Set Guided Missile M134 model in ''Battlefield 3'' and ''4''. It is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]
+
 
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]
+
[[Image:M134 Stinger.jpg|thumb|none|400px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]
+
[[Image:Trainer-v-BCU.jpg|thumb|none|400px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]
 +
[[Image:BFHLStinger01.jpg|thumb|none|600px|Holding the "Stinger".]]
 +
[[Image:BFHLStinger02.jpg|thumb|none|600px|Aiming down the sights of the "Stinger".]]
  
 
==Heckler & Koch M320==
 
==Heckler & Koch M320==
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&K M320 - 40x46mm]]
+
The [[Heckler & Koch M320]] is available to the Law Enforcement Mechanic class. The description of the weapon reads "''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''" As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills. The Police Operator class can use a unique version firing tear gas grenades.
The [[Heckler & Koch M320]] is available to the Law Enforcement's Mechanic class.
+
[[Image:XM320 stock extended.jpg|thumb|none|300px|Heckler & Koch M320 - 40x46mm]]
 +
[[File:BFH M320 1.jpg|thumb|none|600px|The M320 in idle.]]
 +
[[File:BFH M230 2.jpg|thumb|none|600px|Despite keeping the rear sight folded, it is basically aimed the same way as in the previous titles.]]
 +
[[File:BFH M320 3.jpg|thumb|none|600px|Opening the barrel.]]
 +
[[File:BFH M320 4.jpg|thumb|none|600px|Grabbing the spent shell casing.]]
 +
[[File:BFH M320 5.jpg|thumb|none|600px|Closing the tube.]]
  
==M79 grenade launcher==
+
==M79 Grenade Launcher==
 +
The [[M79]] is available for the Criminal Mechanic Class. Its description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320. The Operator can use a unique version firing tear gas grenades.
 
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]
 
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.  
+
[[File:BFH M79 1.jpg|thumb|none|600px|The M79 launcher. This seems to be the first one in the series without the ''Apocalypse Now'' tiger stripe paint job.]]
 +
[[File:BFH M79 2.jpg|thumb|none|600px|Aiming the M79.]]
 +
[[File:BFH M79 3.jpg|thumb|none|600px|Tossing out a spent 40mm round.]]
 +
[[File:BFH M79 4.jpg|thumb|none|600px|]]
 +
[[File:BFH M79 5.jpg|thumb|none|600px|Snapping the barrel shut with a new round loaded.]]
  
==Mk 153 Mod 0 SMAW==
+
==Mk 153 SMAW==
 +
The [[Mk 153 SMAW]] spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to ''[[Battlefield 4]]'''s AT4) and is much more powerful than the RPG-7.
 
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]
 
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]
  
 
==RPG-7V2==
 
==RPG-7V2==
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations.
+
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.
 
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]
 
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]
 
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]
 
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]
 
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]
 
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]
 +
[[File:BFH RPG 1.jpg|thumb|none|600px|Reloading the RPG-7.]]
  
 
=Explosives=
 
=Explosives=
  
 
==AN/M14 incendiary grenade==
 
==AN/M14 incendiary grenade==
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]
+
Available to purchase for any Police class. Incendiaries grenades (and molotovs) thrown by teammates will have blue fire. two are carried at once. Criminals use Molotov cocktails instead.
 +
[[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]]
 +
[[File:BFH ANM14 1.jpg|thumb|none|600px|Contemplating kicking off the Lunar new year with an AN-M14 grenade.]]
 +
[[File:BFH ANM14 2.jpg|thumb|none|600px|The results went about as expected.]]
  
 
==M18 smoke grenade==
 
==M18 smoke grenade==
 +
Available for purchase for any class. As in ''Battlefield 4'', smoke clouds can prevent spotting.
 
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]
 
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]
 +
[[File:BFH M18.jpg|thumb|none|600px|"This isn't a lotto ticket."]]
  
 
==M67 fragmentation hand grenade==
 
==M67 fragmentation hand grenade==
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]].
+
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade.
 
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]
 
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]
 
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]
 
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]
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==M84 Stun Grenade==
 
==M84 Stun Grenade==
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]
+
Available for purchase for any class. Players using the Flashbang carry two at a time.
 +
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|100px|M84 stun grenade]]
 +
[[File:BFH M84.jpg|thumb|none|600px|The M84 flashbang in idle.]]
  
 
=Mounted Weapons=
 
=Mounted Weapons=
 +
 +
==Bofors 40mm L/60==
 +
In the "Sovereign Land" chapter of the single-player story, Nick makes use of the [[Bofors 40mm]] cannon mounted to a grounded AC130. The GAU-12/U and M102 Howitzer are also present but unusable.
 +
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40x311mmR]]
 +
[[Image:BFH AC130.jpg|thumb|none|600px|The wrecked AC130U Spooky in "Sovereign Land." It has Mexican Air Force markings, but in reality the ''Fuerza Aérea Mexicana'' only operates regular C130 transports.]]
  
 
==Browning M2HB==
 
==Browning M2HB==
Line 357: Line 1,033:
  
 
==FN M3M==
 
==FN M3M==
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as "M3M". It is currently unknown how it differs from the M2HB in game.
+
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as "M3M". It differs from the M2HB by having a higher rate of fire.
[[image:FN_GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]
+
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]
 +
[[File:BFH M3M menu.jpg|thumb|none|600px|The M3M's menu page.]]
 +
[[File:BFH M3M 1.jpg|thumb|none|600px|Firing the FN M3M from a police SUV.]]
  
 
==Mk 19 Grenade Launcher==
 
==Mk 19 Grenade Launcher==
Line 366: Line 1,044:
  
 
==M134 Minigun==
 
==M134 Minigun==
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.
+
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUVs, and Attack Helicopter's nose mount.
 
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]
 
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]
+
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Truck.]]
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]
+
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured SUV with M134 in the loadout menu.]]
 
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]
 
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]
 
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]
 
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]
 
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]
 
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]
 +
 +
==PKP Pecheneg==
 +
The [[PKP Pecheneg]] is the default machine gun mounted on the Armored Rescue Vehicle/Hardened Attack Truck. It is the default gun used by the driver.
 +
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]
 +
[[File:BFH PKP menu.jpg|thumb|none|600px|The PKP in the menu screen.]]
  
 
=Misc.=
 
=Misc.=
  
==X26 Taser==
+
==Airrow A-8S Stealth==
The [[Taser#X26|X26 Taser]] appears as an all-kit gadget, in the sidearm slot. It is called "T62 CEW" (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount an integrated reflex sight, something not possible with the real-life weapon.  
+
The Airrow A-8S Stealth is available in the Betrayal DLC.
[[Image:X26-tazer.jpg|thumb|none|401px|X26 Taser with safety cap on]]
+
[[File:BFH A8S (1).jpg|thumb|none|600px|The Airrow A-8S in idle.]]
[[Image:BFHLTaser01.jpg|thumb|none|600px|"T62" being reloaded.]]
+
[[File:BFH A8S (2).jpg|thumb|none|600px|Reloading a "hairpoon".]]
[[Image:BFHLTaser02.jpg|thumb|none|600px|"T62" in the loadout screen.]]
+
 
 +
==Triple Rifle==
 +
A triple-barreled rifle (a ''drilling'') chambered in .700 Nitro Express is available in the Betrayal DLC as the "Mammoth Gun".
 +
[[File:BFH MammothGun.jpg|thumb|none|600px|The "Mammoth Gun" in the loadout menu.]]
 +
[[File:BFH Mammothgun (1).jpg|thumb|none|600px|The Drilling with a fancy finish.]]
 +
[[File:BFH Mammothgun (2).jpg|thumb|none|600px|Aiming.]]
 +
[[File:BFH Mammothgun (3).jpg|thumb|none|600px|Ejecting .700 rounds from the Drilling. Notice how the character rests it in the crook of his left arm. As with the similar rifle in [[Far_Cry_4#Double_Rifle|Far Cry 4]], he at least has the decency to actually thumb the latch when opening the barrels.]]
 +
[[File:BFH Mammothgun (4).jpg|thumb|none|600px|All three cartridges are always ejected and replaced.]]
 +
 
 +
==Taser X26E==
 +
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called the "T62 CEW" (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The in-game version can mount a reflex sight, something not possible with the real-life weapon, and indeed the in-game model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a "Non-Lethal Takedown" score bonus, in addition to allowing players to interrogate the stunned enemy (which reveals the location of the victim's teammates on the minimap for a short time).
 +
[[Image:X26 police.jpg|thumb|none|401px|Taser X26E with safety cap on]]
 +
[[Image:BFHLTaser01.jpg|thumb|none|600px|A Taser X26E being reloaded in Hardline's early alpha. Note that it used it's normal sights in this version of the game.]]
 +
[[Image:BFHLTaser02.jpg|thumb|none|600px|The Taser X26E in the loadout screen.]]
 +
[[File:BFH X26 (1).jpg|thumb|none|600px|The RMR-equipped Taser in the retail version of the game.]]
 +
[[File:BFH X26 (2).jpg|thumb|none|600px|Aiming the X26E. As stated above, two vertical dots will appear in the reticule when a target is in range.]]
 +
[[File:BFH X26 (3).jpg|thumb|none|600px|Firing the Taser at a non-complaint seawall.]]
  
 
{{Battlefield Series}}
 
{{Battlefield Series}}

Latest revision as of 21:37, 30 December 2023

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Nice, but where's the trigger?

This article or section is incomplete. You can help IMFDB by expanding it.


Battlefield Hardline
BF Hardline.jpg
Promotional artwork
Release Date: March 17, 2015
Developer: Visceral Games
Publisher: Electronic Arts
Series: Battlefield
Platforms: PC
Playstation 4
Playstation 3
Xbox One
Xbox 360
Genre: First-Person Shooter


Battlefield Hardline is a spin-off entry in the Battlefield first-person shooter series (released between Battlefield 4 and Battlefield 1), developed by Visceral Games instead of DICE. Instead of pitting armies against each other, the game focuses on the "war" between criminals and police.

As in previous games, player take on as one of four classes:

  • Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.
  • Enforcer is a powerhouse class (a pseudo analogue to the Support), wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.
  • Mechanic class is the stand-in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool
  • Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.

All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets.

Rocket launchers and light machine guns are not available as parts of loadouts, but can be found as "Battle Pickups" at fixed locations on the maps, or taken from the trunk of a car if the proper upgrade has been purchased for it.

As in many prior Battlefield games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team.

The following weapons appear in the video game Battlefield Hardline:


Handguns

Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10.

Beretta 92FS

The Beretta 92FS makes an appearance as the "92FS", and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.

Beretta 92FS - 9x19mm
Stock 92FS in the loadout menu.
92FS iron sights.
Holding the 92FS.
A sneaky SWAT operator with a kitted-out 92FS.
The suppressor blocks out the default iron sights, though.
Firing the Beretta. The slide doesn't go as far back as it should, this is also true when the pistol locks empty.
A frame of the mid-reload animation. Note the Inforce APL weapon light.
Dropping out an empty magazine. Note that the trigger is in double action mode, despite the weapon always being used in single action.
Powerstroking the 92FS's slide.

Beretta 92FS "93R"

The Beretta 92FS "93R" was originally one of the "hidden guns", it's the same "93R" from Battlefield 3 which, of course, is a normal 92FS made to resemble the 93R. Unlike Battlefield 4's model, it has the extended magazine and ported barrel as it had in Battlefield 3. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.

Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm
Beretta 92FS as the "M93R" in the loadout menu
Idle
Reloading

CZ 75 SP-01 SHADOW

The CZ-75 SP-01 SHADOW appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&W.

CZ 75 SP-01 SHADOW - 9x19mm
Idle
Iron sights
Reloading
Racking the Shadow's slide from empty.
Mid-magazine reload.

FN Five-seveN

Originally cut from release, the FN Five-seveN appears as the "FN57" in an update released alongside the Robbery DLC. It is an all-class sidearm, and it holds 20+1 rounds.

FN Five-seveN ODG (Olive Drab Green) - FN 5.7×28mm
Idle
Iron sights
Reloading
Aiming a Five-seveN with "Improved Iron Sights."
Releasing a used magazine.
Mashing in a fresh one.
The FN57, empty.

Glock 17

The Glock 17 makes a return from Battlefield 3 with a new model as the "G17", unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns. A variant outfitted as a racegun is available in the Getaway DLC as the "G17 Race"; this one is an all-kit weapon and fitted with a red dot sight and a compensator.

Glock 17 (3rd Generation) - 9x19mm
Idle
Reloading
Iron sights
Khai holds up drug kingpin Neil Roark on his own webcam with a Glock 17.
Glock 17 race gun - 9x19mm. Similar to the in-game weapon.
"G17 RACE" variant
Firing the "G17 RACE"

Glock 18

The Glock 18 appears as the default sidearm for the Professional class; it is incorrectly named the 'G18C', which refers to the version with compensator cuts on the slide and barrel. Its model is ported from Battlefield 4’s Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17.

Glock 18 (3rd Generation) - 9x19mm
Idle
Reloading

Heckler & Koch HK45C

The Heckler & Koch HK45C with threaded barrel is the default sidearm of the Enforcer kit on both teams. During the June 2014 beta, it was called "HK45C", but was (incorrectly) renamed to the "45T" by the February 2015 beta. By default it comes with a Mini Reflex sight. It is also used by several characters throughout the story.

Heckler & Koch HK45C - .45 ACP
Actual Heckler & Koch HK45CT for comparison - .45 ACP. Note the different sights.
Stock HK45C in the loadout menu.
HK45C iron sights.
Player holding the HK45C
Nick performs an ammo check after acquiring a HK45C in the silo in the "Sovereign Land" episode. Note the "PO 45" trademark on the grip.
Aiming a HK45C with a rather large Silencerco Osprey .45 suppressor.
Firing the HK45. Which would be rather hard to do without the firing pin.
The Osprey is almost as big as the gun itself.
Inserting a fresh magazine.
Releasing the slide on an empty reload.

IMI Desert Eagle Mark XIX

The IMI Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the "Bald Eagle". Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to blued and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.

IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE
Desert Eagle in the outfitting menu
Desert Eagle in-game
"Uh oh, where did it go?!?"
"Ta-da!" One of the new unique reloads has the player perform some slight of hand magic to reload the Desert Eagle. Chances of encountering this rare reload are 1 in 10,000
The "Bald Eagle" in idle.
Ironsights.
Illuminated ironsights.
The far more boring normal Desert Eagle reload.
This one's been customized to resemble the two-tone Desert Eagle from Call of Duty: Modern Warfare 2.
The empty reload.
Chambering a .50AE round.

SIG-Sauer P226R

The SIG-Sauer P226R in .40 S&W appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.

SIG-Sauer P226R - 9x19mm
The SIG P226 in idle.
Reloading from empty.
Aiming the 226.
The mid-magazine reload.
Powerstroking the slide.

Smith & Wesson M&P40 Pro

The Smith & Wesson M&P40 Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&P40 by the 5 inch barrel. By default, it is only available to the Criminals' Enforcer; this is rather odd, considering the weapon's name (Military & Police). It has slightly less power than the other Enforcer handguns, but compensates for this with a higher magazine capacity, acting a bit more like one of the Operator's sidearms.

Smith & Wesson M&P40 Pro - .40 S&W
The M&P40 Pro in the selection menu.
The M&P in the game's target-practice shooting range.
The pistol's default iron sights...
...and its upgraded ones.
Slamming in a new magazine.
A shot from the empty reload animation, just a few frames from releasing the slide. Note that, for whatever reason, the portion of the barrel visible through the ejection port is incorrectly treated as a fixed part of the slide.

Smith & Wesson Model 327 R8

The Smith & Wesson Model 327 R8 makes its video game debut in this entry of the Battlefield series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, holding 8 rounds in the cylinder. It appears under the name ".357 RS".

Smith & Wesson 327 R8 - .357 Magnum
S&W Model 327 R8 as the "RS357" in the loadout menu
Idle
Iron sights
Reloading
The Improved Iron Sights attachment brings the sight picture a lot closer, for some reason.
Ratcheting the cylinder shut.

Smith & Wesson Model 642

The Smith & Wesson Model 642 revolver is the default sidearm for the Mechanic on both teams; called the ".38 Snub". It initially had an incorrect 6-round capacity during the June 2014 beta. This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.

Smith & Wesson Model 642 Airweight - .38 Special
Model 642 in the loadout menu.
Model 642's iron sights.
Player holding the Model 642
Ejecting the 642's cylinder.
About to cowboy the Smith & Wesson's cylinder shut. Don't try this at home, kids.

Taurus 4510PLYFS

The Taurus 4510PLYFS snub nose version of the Taurus Judge appears as the ".410 Jury". It is unlocked for both teams by completing Mechanic Assignment 2.

Taurus 4510PLYFS-SS2 - .45 Long Colt/.410 Bore
Iron sights
Idle
Reloading
The illuminated sights on the 4510PLYFS.
Hitting the ejection rod.
Snapping the cylinder shut in a rather flamboyant manner; it seems to have gone a little bit too far through the frame, however!

Taurus Model 44

The Taurus Model 44 returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic.

Taurus Model 44 - .44 Magnum
Idle
Iron sights
Reloading
The upgraded sights on the Taurus 44.
Closing the cylinder, apparently it was loaded with intangible ammunition.
Tony Alpert brandishes a Taurus Model 44 in his desert compound.

Vickers Tactical Custom 1911

The Vickers Tactical 1911 comes back from Battlefield 4, somewhat incorrectly called "M1911A1". It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from Battlefield 4, tritium inserts have been added and the slight misalignment of the sights has been fixed.

Custom-built Vickers Tactical 1911 for Medal of Honor: Warfighter fitted with a Surefire X300 light - .45 ACP
Vickers Tactical 1911 as the "M1911" in the loadout menu
Iron sights.
Dropping an empty magazine.
Pulling the slide.
The upgraded sights of the Vickers 1911, with a red front post.
Ejecting a partially-full mag from the 1911.

Submachine Guns

Beretta M12S

The Beretta M12S is available in the Getaway DLC for the Law Enforcement Mechanic. As with the Carl Gustav M/45, the bolt is pulled back at the start of an empty reload.

Beretta PM12S - 9x19mm
The Beretta M12S in idle.
Iron sights.
Pulling the bolt back.
Reloading.

Beretta Mx4 Storm

The Beretta Mx4 Storm is available in the Betrayal DLC.

Beretta Mx4 Storm - 9x19mm
Idle.
Iron sights.
Dropping out a magazine from the Mx4.
Sliding in a new one.
Charging the Mx4.
The menu entry of the Mx4 shows it with the heavy barrel, akin to the civilian Cx4.

Brügger & Thomet MP9

The Brügger & Thomet MP9 is available in the Betrayal DLC as a sidearm for Law Enforcement snipers.

Brügger & Thomet MP9 - 9x19mm
The MP9 in idle.
Iron sights of the MP9.
Reloading.
A dusty MP9 with a Trijicon RMR sight.
Thumbing the MP9's bolt release.

Carl Gustav M/45

The Carl Gustav M/45 appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end.

Carl Gustav M/45 - 9x19mm‎
The M/45 in idle.
Aiming; note the sights are misaligned.
The misalignment is still present when attaching optics as seen on this Aimpoint Micro T-1.
Pulling the bolt back when reloading from empty.
Inserting a fresh magazine.

CZ Scorpion Evo 3 A

The CZ Scorpion Evo 3 A appears as the "Scorpion" in the Robbery DLC. Despite the underbarrel rail, it cannot mount a foregrip, a trait shared with SIG MPX in-game.

CZ Scorpion Evo 3 A - 9x19mm
Idle
Reloading
Aiming a Scorpion fitted with a Trijicon RX01.
The reflex sight is mounted rather far forward on the gun, for some reason.
Chambering the Evo 3 A.

FN P90 TR

The FN P90 TR is available for purchase for the Criminal Mechanic class as the "P90". Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear similar to the civilian variant, the FN PS90.

FN P90 TR - 5.7x28mm FN
P90 TR being held.
P90 TR iron sight.
Stock P90 TR in the loadout menu
Removing a spent mag from the P90TR.
Sliding in a new one.
Charging the FN P90.

Heckler & Koch MP5A4

The Heckler & Koch MP5A4 is available in the Getaway DLC for the Law Enforcement Mechanic. It appears as "M5 Navy", and by default is shown with a 15-round magazine that holds 30 rounds.

Heckler & Koch MP5A4 - 9x19mm
The MP5A4 in idle.
Iron sights.
Locking the bolt back.
HK-slapping an MP5 with a Surefire railed forend.

Heckler & Koch MP5KA4

The Heckler & Koch MP5KA4 is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.

Heckler & Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm
MP5K-PDW - 9x19mm
The H&K MP5K on the firing range.
ADS view.
Inserting a fresh magazine.
Charging. The bolt is not locked back on an empty reload, unlike the other two MP5 variants added to the game.
Reloading the MP5K-PDW. Note the sling mount is still present on the buttcap, clipping into the PDW stock.

Heckler & Koch MP5SD5

The Heckler & Koch MP5SD5 is available in the Getaway DLC. Appears as "M5SD", and like the "M5 Navy", it is also shown with a 15-round magazine that holds 30 rounds. It's the third submachine gun that is available to all classes, the first two being M1A1 Thompson and MP7A1.

Heckler & Koch MP5SD5 - 9x19mm
Idle
Iron sights
Reloading

Heckler & Koch MP7A1

The MP7A1 appears as the "MP7" in the Robbery DLC. It comes with a default 40-round magazine, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.

Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
The MP7A1 in idle.
Iron sights. The misalignment from BF4 was fixed.
Inserting a magzine on the empty reload.
The mid-reload animation is basically the same as it was in Medal of Honor: Warfighter and Battlefield 4.
Releasing the MP7's bolt.

Heckler & Koch UMP9

The Heckler & Koch UMP9 is available in the Getaway DLC for both factions' Mechanic. For some reason it shares Battlelog render with UMP45, but the ingame model correctly has the curved magazine. Like the UMP45, the charging handle incorrectly locks back when the last round is fired.

Heckler & Koch UMP9 - 9x19mm
The UMP9 on the Gun Bench range.
Aiming down the sights.
Reloading a 9mm magazine.
Thumbing the bolt release.

Heckler & Koch UMP45

The Heckler & Koch UMP45, as the "UMP-45", was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in Battlefield 4. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it was available to purchase for the Law Enforcement Mechanic. After the beta, the UMP45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange.

Heckler & Koch UMP45 - .45 ACP
UMP45 being held.
UMP45 iron sight.
Stock UMP45 in the loadout menu
A SWAT operator holds up Tyson Latchford with his UMP45.
A souped-up UMP45 in multiplayer.
ADS of the Aimpoint sight.
Reloading.
Giving the bolt release a tap.

Homemade submachine gun

A homemade submachine gun, based on a weapon seized by Brazilian police, is available to the Criminals in the Betrayal DLC as the "Improvised Gun". Its only attachment is a similarly-improvised oil filter can suppressor, unlocked at 70 kills.

Brazilian home-made SMG seized by police - probably 9x19mm Parabellum
Looking down an alley with the "Improvised Gun."
Aiming the homebrew SMG.
Firing the SMG.
Reloading.
The magazine release tab ahead of the magwell is never used.
Pulling the charging handle.

IMI Uzi

The IMI Uzi can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left.

IMI Uzi with buttstock extended - 9x19mm
Uzi being held.
Uzi iron sight.
Stock Uzi in the loadout menu
"I don't know how to Uzi."
Reloading a suppressed IMI Uzi.
Locking the bolt into battery.

Ingram MAC-10

The Ingram MAC-10 equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has a Masterpiece Arms upper receiver, which adds a full-length top rail and relocates the bolt handle to the left side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and is portrayed as being able track +1 round in the chamber despite being an open bolt weapon (although the MPA pistol clones are closed bolt for legal reasons; the in-game gun could be some sort of select-fire, closed bolt conversion).

Ingram MAC-10 - .45 ACP
MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.
Looking for trouble with the MAC-10. The top rail is absent unless optics are equipped.
Aiming the M10.
Ditto, but with the stock extended.
However, it isn't really extended particularly or usefully far out enough.
Reloading the Ingram.
Pulling the charging handle, which causes the barrel to notably slide into it's shroud and pop back out.

Intratec TEC-9

A full-auto converted Intratec TEC-9 is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the "Extended Magazines" option.

Intratec TEC-9 - 9x19mm
TEC-9 being held.
TEC-9 iron sight.
Stock TEC-9 in the loadout menu
The upgraded iron sights cause the sight picture to held further out, seemingly the opposite of the S&W 327.
Firing the TEC-9.
Removing a spent magazine.
In with a new one.
Chambering a round.

KRISS K10

The KRISS K10 appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1 in multiplayer, and 27+1 in singleplayer. Its use in the game is incorrect, since the K10 never made it past SHOT Show 2013, and seems to have been cancelled.

KRISS K10 with barrel RIS - .45 ACP / 9x19mm / .40 S&W
A cop looks at a suspicious dumpster with the KRISS K10.
ADS of the Troy BUIS.
The empty K10.
Mashing in a magazine.
Tugging the rather distinctive charging handle.

M1A1 Thompson

An M1A1 Thompson is introduced in patch 1.04 that was released alongside the Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as M1A1. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a classic wooden vertical foregrip as a "stubby grip", but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes.

Interestingly, no bolt operation is seen when the weapon is reloaded while empty. This makes sense, since the Thompson is an open-bolt weapon, and thus wouldn't need to be cocked if the user lets their finger off of the trigger immediately after sending the bolt forward for the last shot. Nevertheless, this exception is only seen on this weapon among the open bolt weapons of Hardline, and is a rare sight in video games.

M1A1 Thompson with 30-round magazine - .45 ACP
Unmodified M1A1 Thompson in the loadout menu.
M1A1 with 50-round drum magazine and classic vertical foregrip.
M1A1 Thompson in first person.
Trademark iron sights of the M1A1.
The spent magazine is rather dramatically dumped out; the operator somewhat awkwardly uses his dominant hand to load in a fresh one, all while the bolt remains in battery.
The Thompson with the 50 round drum magazine and vertical foregrip.
Reloading again, with the drum dumped.

Magpul FMG-9

The Magpul FMG-9 can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight. Its availability in the game is odd, considering that the real weapon never went into full production.

Magpul FMG-9 - 9x19mm
Unmodified FMG-9 in the loadout menu.
Equipping the FMG-9 results in its signature deployment from a box into a SMG.
Nick holds the Magpul FMG in the final mission.
Aiming with the carry handle mounted sights.
Reloading the FMG-9.
The charging handle is used when empty rather than the slide catch.

Sa. Vz. 61 Skorpion

Dual-wielded Sa. Vz. 61 Skorpions are available in the Betrayal DLC, and are the only fully-automatic sidearms that are available to all classes. The ammo count apparently treats the pair of Skorpions as a single weapon, as it oddly has a capacity of 31+1 rounds instead of 30+2 like it is supposed to, aside from the fact that it should actually be 40+2 since there is no 15-round magazine for the Vz. 61 Skorpion in reality. The rate of fire is also a bit low - a real VZ.61 fires at around 800-900 RPM, meaning that a pair of Skorpions should have around 1,600-1,800 RPM, but the in-game fire rate is 1300 RPM.

Sa. Vz. 61 Skorpion - .32 ACP
A smug crook posing with his Skorpions.
He seems to have ended up in the wrong place, instead of the lobby a particular skyscraper.
"Aiming."
Crawling with the Skorpions, a sight to behold indeed.
Firing.
Dumping out spent banana magazines.
The new magazines seem to rely on some mystic force to get back into the Vz. 61s.
Using the Skorpions while in water doesn't even require both hands, either.

SIG-Sauer MPX

The SIG-Sauer MPX appears, this time modeled after the 2013 prototype rather than the 2012 one seen in Battlefield 4. It is a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&W. It holds 30 rounds in the magazine. Unlike Battlefield 4, its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It also cannot mount foregrips, despite being able to do so in BF4. It is anachronistic to the first part of the single-player story set in July and August 2012, since the MPX was first displayed in October 2012, officially announced by name in January 2013 and produced in 2015.

SIG-Sauer MPX, 2013 prototype - 9x19mm
BFH MPX 1.jpg
ADS view.
Tossing out the magazine.
Loading a new one.
Giving the charging handle a tug.

Steyr AUG A3 9mm XS

The Steyr AUG A3 9mm XS is available in the Getaway DLC for the Criminal Mechanic. It is referred to as the AUG Para, and is available to Criminal mechanics.

Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm
The AUG A3 9mm XS with a foregrip.
Aiming.
Reloading a 32-round Steyr MPi magazine.
Charging the AUG Para.

Shotguns

Benelli M1

A Benelli M1 with a fixed stock and top rail incorrectly appears as the "M4" in Betrayal DLC. It appears identical to Medal of Honor 2010's singleplayer and BF4's "M1014".

Benelli M1 in similar configuration to the one seen in-game - 12 gauge
Actual Benelli M4 Super 90 for comparison - 12 gauge
The Benelli M1 with an Aimpoint CompM4S.
View down the CompM4S sight.
Reloading in the same manner as the previous two games. The custom player emblem is rather appropriate given the character that used it in MoH 2010.
The empty reload is pretty much done out of the player's sight.

Franchi SPAS-12

The SPAS-12 returns from previous Battlefield games for the Criminal Enforcer class, but this time around appears to be set to semi-automatic rather than pump-action. However, it behaves rather strangely, to say the least, as the pumping animation still plays when firing the shotgun while aiming down the sights, regardless of how fast the player is firing. The reload animation also seems to infer that it the shotgun is still set to pump-action as it is chamber-loaded using the pump, rather than the charging handle required when it is set to semi-auto. It has an 8+1 capacity, as it did in Battlefield 4.

Franchi SPAS-12 with butt hook attached to stock - 12 gauge
Not sure if this one is a clever girl, or just broken.
Aiming.
The (bugged?) pumping animation, note the shell flying away in the top right corner. The bolt handle is also still forward.
Pulling the pump back; the ejection port does not seem to be buying this, however.
"Chamberloading". Like with the UTAS UTS-15 from Battlefield 4, the shell is inserted backwards.
Sending the forend forward.
The more familiar tube magazine reload.

Ithaca 37 "Stakeout"

The Ithaca 37 in a "Stakeout" configuration is an available shotgun for the Police Enforcer class, known as the "37 Stakeout" in game. It has the length and wooden forearm of the standard "Stakeout", but has the heat shield and unique foregrip of the Miami Vice movie gun seen below. The foregrip is somehow installed over the forearm. An identical configuration was seen in Grand Theft Auto: Vice City. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It incorrectly holds 5+1 shells instead of 4+1 and has a tighter spread than the 870.

Ithaca 37 "Stakeout" - 12 gauge
Customized Ithaca 37 "Stakeout" with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in Miami Vice and various films.
Inspecting the Ithaca 37 "Viceout".
Aiming with the simple bead sight.
Putting a shell into the tube magazine while reloading from empty.
Chambering the first round.
And in with the rest of the lot.

Kel-Tec KSG

The Kel-Tec KSG is available in the Criminal Activity DLC, appearing as the "KSG12". It is exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous Battlefield games' DLC weapons. Like usual in video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the magazine selector is never operated. The weapon incorrectly has a capacity of 13+1 shells instead of 14+1.

Kel-Tec KSG with Magpul RVG foregrip - 12 gauge
The Kel-Tec KSG on the "Black Friday" multiplayer map.
Aiming down the sights of the KSG.
Pulling the pump back on an empty reload.
Chamberloading the Kel-Tec.
Topping off the magazine tube(s).

Remington 870 Marine Magnum

The Remington 870 Marine Magnum is the default weapon for the Enforcer class as the "870P Magnum", taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver and rifle sights on the barrel. It holds 7+1 shells in singleplayer, and 6+1 in multiplayer. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming

Remington 870 Marine Magnum - 12 gauge
870 Marine Magnum being held.
870 Marine Magnum iron sight.
870 Marine Magnum with a flashlight attched in the loadout menu. In the final game, lights are attached to rail on the pump.
A prison bus warden wields an 870 Marine Magnum in the prologue sequence.
The Remington 870, idle.
Aiming with the MCS style sights.
Ejecting a fired 12-gauge shell. An AN/PEQ-15 laser module is attached to the pump.
Loading a round into the 870's chamber.
Sending it home.
Topping off the tube magazine.

Saiga-12K

The Saiga-12K appears as the "Saiga 12" in the Robbery DLC. It uses the same model from BF4.

Saiga-12K - 12 gauge
A crook with the Saiga-12K.
ADS view.
Inserting a new mag.
Racking the Saiga's bolt.

Side by Side Shotgun

The Sawed-Off Side by Side Shotgun is unlocked by the Enforcer class as the "Double-Barrel Shotgun". It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced. Buying the "Long Barrel" and "Stock" attachments for the sawed-off shotgun will turn it into a full-length 12 gauge Side-by-Side Shotgun. An interesting feature of the shotgun is that the fire selector function allows the player to choose whether to fire both barrels at the same time or not. The full length shotgun can be found as a battle pickup of sorts on some multiplayer levels.

Sawed-Off Remington SBS - 12 gauge
"Sawed Off Shotgun" being held.
"Sawed Off Shotgun" iron sight.
Stock "Sawed Off Shotgun" in the loadout menu
Baikal SBS shotgun - 12 gauge
Holding a full-length Double-barreled shotgun on the roof of Alcatraz.
Aiming.
Opening the barrels up.
Loading in the shells.
Whipping the barrels shut.

Winchester Model 1887

The Winchester Model 1887 is available in the Getaway DLC. Buying the "Short Barrel" and "Sawed Off Stock" will turn it into the sawed-off variant. It's the only shotgun that is available to all classes.

Winchester Model 1887 - 12 gauge
Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge
The Winchester 1887 and a van that didn't last as long as the aforementioned lever-action shotgun, it seems.
Aiming.
Ejecting an unfired shell.
Loading a fresh shell into the M1887.
Somehow, the tube mag can be reloaded with the action closed. Apparently the developers must have thought the shotgun had some sort of loading gate, but it's hard to tell since it is done almost all offscreen.
Looking at the San Francisco Bay with a sawn-off Model 1887
Cycling the shotgun while aiming.
Performing aerobics with the 1887.
Spin cocking the 1887 with the not-at-all-safe-for-this standard lever loop.

Assault Rifles & Carbines

AK Hybrid

An AK hybrid is available to the Criminal Operator class as the "AKM". While it has most visual characteristics of a real AKM, it feeds from straighter 5.45x39mm magazines similar to those of the Romanian WASR-2, and has a ported gas tube like the older AK-47. On the right side of the receiver, there is a small texture at the rear, having the shape of the cutout of the rear trunnion seen on AKs with side-folding stocks, such as the AKS-74. There is another oddity with the rear of the receiver: while the right side correctly has the two rivets of an AKM, on the left side the top rivet is replaced by a slotted screw, and there is a cross-head screw below it, at the same place where an AKS-74's bottom rivet would be.

In earlier betas it had a railed handguard, but this was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than other Operator weapons, but is hard to control and fires slower than the rest.

AKM - 7.62x39mm
WASR-2 - 5.45x39mm
The AKM in the beta.
Iron sights.
The stock AKM in the beta loadout menu.
The retail AKM and a dilapidated old shack.
Aiming through the little window.
Rocking in the magazine.
Charging the AK with the dominant hand.
An AKM without any handguards, seen in the Preferred Outcomes office building.

AKS-74U

The AKS-74U is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.

AKS-74U with railed handguard - 5.45x39mm
The AKS-74U with a stubby grip.
ADS view.
Grabbing the magazine. As with BF3 it uses an incorrect milled receiver.
...aaand motion blur! Unfortunately, the excessive motion blur cannot be turned down on the console versions for some reason.
Followed by some slick underhanded charging action.

Colt Model 901

The fully-automatic Colt Model 901 appears as the "M16A3". It can be purchased by the Law Enforcement Operator, though in early betas it was the kit's default weapon.

Colt Model 901 - 5.56x45mm NATO
The M16A3 being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).
Iron sights. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.
Stock M16A3 in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).
Promotional screenshot of the M16; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.
The final M16A3, with the carry handle issue resolved.
Aiming.
Dumping out the spent PMAG rather dramatically.
And in with a new one.
Tapping the bolt release.

Colt Model 933

The Colt Model 933 is featured as the "RO933" and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint T1 Micro sight. A variant chambered in .300 Blackout with an integral suppressor is available in the Blackout DLC as an all-kit weapon, referred to as "RO933 .300 BLK".

Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO
"RO933" in a trailer.
Unmodified Colt Model 933 carbine in-game.
Iron sight view.
Thumbing the bolt release.
"RO933 .300 BLK" in-game.
View of the distinct Troy sights.
A frame of the reloading animation.

Desert Tech Micro Dynamic Rifle

The Desert Tech Micro Dynamic Rifle appears as the "MDC" (despite being modeled as a full sized MDR) in the Robbery DLC. It is coded to use 7.62x39mm ammunition.

Prototype/Pre-production Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO
Prototype Desert Tech Micro Dynamic Rifle Compact, for comparison - 5.56x45mm NATO
The Desert Tech MDR in idle.
ADS view.
Reloading the MDR, note the early style ejection port.
The rifle is brought back to shoulder and then charged with the left hand.
Combining a laser module and the iron sights allows the MDR to do this neat trick, too.

Enfield L85A2

The L85A2 is available to the Operator class, a rather odd choice given that only a very small number of semi-automatic SA80s have been imported into the United States and probably no L85A2s will ever end up in the hands of American cops or criminals. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds.

L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO
The L85 with it's default ACOG sight.
Aiming.
Reloading with a rather poor technique.
Charging the L85A2. The bolt doesn't lock back like it should, unlike BF4.

FAMAS Valorisé

The FAMAS Valorisé appears as the "FAMAS" in the Robbery DLC. It is a bit slower than prior Battlefield games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class. As with the L85A2 mentioned above, it is another odd choice as only a few (about 200) "MAS .223" semi-automatic civilian rifles were ever imported into the United States prior the 1989 ban on the importation of foreign semi-automatic rifles, and these rifles were essentially FAMAS F1s with "bugle" carry handle as they predated the FÉLIN program. The variant in-game has the incorrect G1/G2 style trigger guard rather than the F1 type, and it also incorrectly has a ribbed F1 style barrel.

FAMAS Valorisé with EOTech sight - 5.56x45mm
Looking at a plane crash with a customized FAMAS.
Reloading.
Charging the FAMAS.

FN F2000 Tactical

The FN F2000 Tactical, equipped with the railed handguard of the FS2000 CQB, appears as the "F2000" in the Robbery DLC, exclusive to the Criminal Operator. Unlike in Battlefield 4, the original F2000's scope is used as the default ironsights instead of the F2000 Tactical's backup irons. Also unlike BF4, where the weapon turns back into the original F2000 when the original F2000 scope is used, the scope in Hardline is apparently mounted onto the F2000 Tactical's raised rails, with a piece of the raised rails visibly protruding from the front; this is impossible in reality, and the protruding rail would be occupied by the front sling loop on the real F2000.

FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO
FN FS2000 CQB - 5.56x45mm NATO
FN F2000 - 5.56x45mm NATO
Looking at the F2000.
Aiming through the 1.6x scope.
Reloading a customized F2000.
Mashing in the magazine.
Pulling the F2000's charging handle back.

Heckler & Koch G36C

Heckler & Koch G36C is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to its proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons.

Heckler & Koch G36C - 5.56x45mm NATO
Being held.
Iron sights.
Stock G36C in the loadout menu.
Overlooking some police cars with a G36C. For some reason, the operating rod that the charging handle is attached to has vanished; compared to the pre-release images above. This bug is also not present on the "MG36".
Aiming with the Trijicon SRS02 with a greenish-yellow reticule.
Reloading.
Releasing the charging handle.

Heckler & Koch G36 ("MG36")

The Heckler & Koch G36 with the G36C carrying handle, bipod, and 100-round Beta C-Mags appears as the "MG36"; the actual MG36 is a rare G36 variant with export G36 sights, and ceased development before the standardization of Picatinny rails.

It was the default Enforcer weapon during the June 2014 beta, but became a Battle Pickup from the February 2015 beta onwards (into the release version), along with the other LMGs. It always spawns with a CompM4S sight, Muzzle Brake, and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade.

The G36C carry handle lacks its integral iron sights; during the Beta, when using the gun with iron sights, the gun uses rail-mouted aftermarket backup iron sights instead. The gun is also depicted with an incorrect non-reciprocating bolt.

Airsoft G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO
Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO
"MG36" being held.
"MG36" iron sights.
"MG36" with an EOtech holographic sight.
Stock "MG36" in the beta loadout menu.
Preparing to lay an ambush in the infamous Alcatraz shower room with the final game's MG36.
Aiming the MG36.
Grabbing the C-Mag.
Sliding in a new one.
Chambering the MG36.

Heckler & Koch HK416

The Heckler & Koch HK416 with 14.5 inch barrel is available to the Criminal Operator class as the "M416". With the heavy barrel attachment, it becomes a long length 19.9 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class.

Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO
Looking at some rocks with one of the most popular weapons featured in the modern Battlefield games.
Aiming the old style HK416 iron sights.
Reloading. The worn finish isn't actually default; the universal "Black" camouflage gives it a neat worn look though.
Hitting the bolt release.

IMI Galil AR

The Galil AR is available to the Operator class; it is referred to as the ARM variant, despite not having a carrying handle nor a folding bipod. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.

IMI Galil AR - 5.56x45mm NATO
Default ARM in the loadout menu. Note 50-round Galil magazine and the custom handguard.
A Galil in the loading sequence of the test range. A long Galil ACE barrel lies above it.

IWI Galil ACE 22

The Galil ACE 22 is available to the Operator class as the "CAR-556". It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC it is free for all players. It possesses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding an incorrect 40 rounds in its 30-round STANAG magazines (which are, as in BF4, incorrectly shoved into the rock-and-lock Galil magazine well).

The pre-alpha version of the "CAR-556" was modeled after the shorter barreled Galil ACE 21; the menu icon still displays an ACE 21.

Galil ACE 22 - 5.56x45mm NATO
Galil ACE 21 - 5.56x45mm NATO, seen in the menu icon and the pre-alpha.
Looking down a road with the Galil ACE.
Aiming.
Mid-firing, note the aftermarket charging handle, which appears to be a slightly-shrunken version of the FN F2000's. The sliding dust cover that normally covers the charging handle port is gone, for some reason.
Rocking in a STANAG magazine with the tell-tale indents.
Chambering the ACE.
Tony Alpert's minutemen goons wield unique ACE 22s fitted with stocks, never seen elsewhere in the game.

M1A1 Carbine

The M1A1 Carbine appears in the Robbery DLC, incorrectly called "M1" only (likely to avoid confusion with M1A1 Thompson). It uses 30-round magazines and has the stock folded by default. It can be unfolded by using the "Stock" attachment. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip, and flash hider options.

M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine
The default M1A1 Carbine.
ADS view.
Reloading the paratrooper carbine.
Giving the charging handle a tug.
Letting go, which gives a good view of the folded stock. However, the real M1A1 stock does not fold on the right side; it actually folds to the left.
A fully upgraded M1A1 in the loadout screen. Note that the cheekrest on the stock should be facing this way.
Reloading the modified carbine.

Mk 12 Mod 1 SPR

The Mk 12 Special Purpose Rifle is available in the Getaway DLC. In early stages it was more appropriately called "M12 Mod 1", but in the retail release it has been incorrectly renamed to "RO933 M1". The rifle's default flash hider appears to count as a muzzle brake; the only other barrel attachment for the Mark 12 is a sound suppressor.

Mark 12 Mod 1 SPR with suppressor, 30-round magazine, Harris bipod, and Leupold Mark 4 scope - 5.56x45mm NATO
Mark 12 Mod 1 in game.
View down the Troy folding iron sights.
Reloading; the PMAG briefly clips through the lower receiver.
A Mk 12 Mod 1 customized to resemble the rifles used in Lone Survivor.
Aiming through a canted Trijicon RMR.
Preparing to dump the magazine. The Mark 12 uses the same animations as the M16.
Thumbing the bolt release.

Remington ACR

The Remington ACR is available to the Operator class as the "ACW-R". It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players.

Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO
A pimped-out "ACW-R".
ADS of the Micro T1.
Mid-magazine reload.
Putting in a fresh one.
Hitting the bolt release with the trigger finger as in Battlefield 4; it may be a more efficient method but it isn't as interesting to watch.

SAR 21 MMS

The SAR 21 MMS is available in the Getaway DLC. As with the FAMAS and L85A2 mentioned above, SAR-21s are pretty uncommon rifles within the United States, as most rifles are civilian semi-automatics of the original model that lacks the rail system.

SAR 21 MMS with EOTech holographic sight - 5.56x45mm NATO
Looking upon a snowy boneyard with the STK SAR 21 MMS.
Iron sight view of the SAR-21.
Reloading.
Chambering the SAR-21.

SIG SG 553

Returning from 3 and 4, the SIG SG 553 is available to the Law Enforcement Operator class. It is equipped with an SRS Red Dot by default.

SIG SG 553-1 SP with railed handguard - 5.56x45mm
A properly decked-out SG 553.
Reloading. Note the serial numbers, which are those of a semi-auto only SIG SG 553-1 SP, identical to the previous games and also to the exact reference image above.
Fresh mag in.
Thumbing the bolt release.

Steyr AUG A3

The Steyr AUG A3 is available in the Betrayal DLC.

Steyr AUG A3 18-inch barrel with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm NATO
Handling the AUG A3.
Aiming.
Reloading the AUG.
Unlike the previous games, the charging handle is pulled on empty reloads.

Battle Rifles

DSA SA58 OSW

The DSA SA58 OSW can be purchased for the Criminal Enforcer and appears as the "SA-58 OSW". It holds 20+1 rounds and comes with a PK-A 3.5x scope by default.

DSA SA58 OSW - 7.62x51mm NATO
Being held.
Iron sights.
Chambering a new round.
The SA58 OSW in the loadout menu.
Rocking in a 20-round magazine into a customized SA58.

FN FAL

The FN FAL is available in the Criminal Activity DLC for the Criminal Enforcer class. Tthe stock attachment gives it synthetic furniture. It is nearly identical to its more modern counterpart except for a faster rate of fire. It can also use the "Extended Magazine" option, unlike the SA58, which gives it a long 30-round straight magazine, although it only holds 25 rounds.

FN FAL "G Series" - 7.62x51mm NATO
FN FAL 50.00 - 7.62x51mm NATO
Default FN FAL in the loadout menu.
FN FAL with the "Stock" attachment, which gives the entire weapon synthetic furniture.
Looking at warehouse with the FAL.
ADS view.
Reloading a two-toned FN FAL.
Charging the rifle.

FN SCAR-H

The Third Generation FN SCAR-H CQC, listed in-game as the "SCAR-H", is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also incorrectly shows the magazine release button being pressed instead of the bolt release.

FN SCAR-H CQC - 7.62x51mm NATO.
Third Generation FN SCAR-H STD - 7.62x51mm NATO
SCAR-H CQB in-game, note the folded stock. It can be extended with the "Stock" attachment, which already comes with the weapon upon purchase.
SCAR-H iron sights; the rear aperture is cropped like its Call of Duty counterparts, unlike the model in Battlefield 4.
Reloading.
Reloading the SCAR-H STD from empty; apparently the left side mag release pulls double-duty as the bolt catch. And the iron sights have been sacrificed to the gods of Aimpoint.

HK51

The HK51 is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock can be extended after the weapon's purchase.

HK51 - 7.62x51mm NATO
The chopped G3 in first person.
View down the open diopter sights.
Loading a fresh magazine.
Racking the HK51's bolt; no HK slap needed. Though inserting a magazine with the bolt closed is rather difficult to do in real life.
The license patch for the HK51 is actually that of the Heckler & Koch MG4, bizarrely. This appears to be an artifact left over from the June 2014 beta, as all the other original battle rifles also incorrectly have machine guns on their patches, reflecting how the Enforcer kit originally used them instead of battle rifles. The SA58 has the "MG36" on its patch; the SCAR-H has the M249, and the HCAR has the M240B.

Knight's Armament M110K5

The integrally suppressed M110K5 is available in the Blackout DLC as an all-class selective fire battle rifle.

Knight's Armament M110K5 - 7.62x51mm NATO
A M110K5 kitted-out with an ACOG scope, laser, and Magpul angled foregrip.
Reloading, using the same animations from the SR25 ACC.
It uses a rather large 25-round magazine resembling an elongated PMAG 7.62.
Moving to smack the bolt release.

M14 (Sage EBR chassis)

An M14 fitted in a Sage EBR chassis is available in the Getaway DLC. In early stages it was appropriately called an "M14 Sage", but in the retail release it has been incorrectly renamed to the "M39 EMR", like it was in the two previous games. It is depicted with a full-auto setting in-game, which is possible for an M14, but not for the M39 EMR in reality.

M14 with Sage stock and scope - 7.62x51mm NATO
The "M39 EMR" with a foregrip and infrared laser. Another odd quirk of the rifle is that the default flash hider is present in the world/menu model, but not in first person view.
Ditto, but now with a holographic sight and heavy barrel. Note how the weapon is held lower when attaching optics. In previous games, a scope rail was used over the ejection port, but in Hardline the mount is only present when attaching magnified optics.
Aiming the M14.
Reloading, note the charging handle is locked back but the bolt isn't.
Releasing the M14's bolt handle.

Ohio Ordnance HCAR

The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. It incorrectly has a full-auto option; the real one is semi-auto only. Much like its counterpart on the Criminal team, the HK51, it has a slow rate of fire but high power. In single-player it has a capacity of 20 rounds, compared to the more common 30-round magazine used in multiplayer. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.

Ohio Ordnance HCAR - .30-06 Springfield
Ohio Ordnance HCAR in all its 30-06 glory.
Troy iron sight view.
HCAR with the magazine out.
Pressing the bolt release.

PTR 91

The PTR 91 is available as a marksman rifle to the Criminal Professional class. It appears to be a PTR 91 F, noted by the barrel length and the shape of the handguard, though it has a 6 o'clock rail on the handguard and a welded scope mount on the receiver as seen on other versions (a combination of all these elements would later become standard on the PTR 91 FR variant after the game's release). It is shown with a fluted barrel, similarly to some variants such as the PTR MSG 91.

PTR 91 F - 7.62x51mm NATO
PTR 91 FR - 7.62x51mm NATO, for comparison. The configuration pictured here seems to have entered production after the game's release.
The PTR 91 being held.
Iron sights.
Stock PTR 91 in the alpha loadout menu. The rails are shorter compared to the retail release. Note that the handguard is slightly longer than the real PTR 91F.
The iron sights of the PTR 91 in the final build of the game, note the sight picture is further forward and the front sight post is lower, fitting into the v-notch.
Changing magazines, this PTR has the original G3 paddle release.
Locking the bolt back.
About to send it home with a hearty HK slap.

Saiga 308

The Saiga 308 as the "SAIGA .308" can be purchased for the Criminal Professional class. In the beta, no iron sight was available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights. It uses 10-shot magazines that erroneously hold 20 rounds in gameplay.

Saiga 308 - 7.62х51mm NATO
Saiga 308 being held.
Stock Saiga 308 in the loadout menu.
On the prowl with a vanilla Saiga 308.
Aiming the Saiga. In the second beta, these were misaligned but fortunately got rectified in the final product.
Reloading.
BFH Saiga308 4.jpg
Chambering the S308.

SIG SG 510-4 / StG 57 Hybrid

The SIG SG 510 is available in the Criminal Activity DLC for the Law Enforcement Enforcer class. It's modeled after both the StG 57 and SG 510-4, as it has the overall black furniture and stock of the StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine manages to hold 24 rounds despite being rather small, while the "Extended Magazine" accessory gives it the longer mag of the StG 57 that holds 29+1 rounds.

SIG SG 510-4 Battle Rifle - 7.62x51mm NATO
SIG StG 57 Battle Rifle - 7.5mm Swiss
Default SG 510 in the loadout menu. Note that it has the handguard similar to that of a SG 550 series rifle.
Inspecting the SG510.
Aiming.
Reloading the small default magazine.
Pulling the "beer keg" charging handle.

Springfield Armory M1A SOCOM 16

The Springfield Armory M1A SOCOM 16, known simply as the "SOCOM 16", is a marksman rifle for the Law Enforcement Professional class. With the heavy barrel attachment, it becomes similar to a full length M1A.

Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
Springfield Armory M1A with synthetic stock - 7.62x51mm NATO
The M1A SOCOM 16 in idle.
View down the traditional SOCOM 16 ironsights.
Firing at nothing in particular.
Reloading the M1A.
Chambering a .308 round on an empty reload.
The M1A with a heavy barrel attachment.

Machine Guns

As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.

FN M240B

The M240B comes back from the previous Battlefield series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight, stubby grip and a muzzle device.

FN M240B - 7.62x51mm NATO
The M240B in the alpha loadout menu. As in previous games, it is fitted with a fictional bottom-mounted belt box, which cannot be attached and would block the ejection port.
Manhandling the M240.
240 Bravo, in idle.
Charging the bolt, in a bit more dramatic way than the machine guns of the last two games.
Popping up the top cover while ignoring the burning chopper behind the motel...
Reloading.

FN M249 Para

The M249 is mounted on the Counter/Heavy Attack Truck, and is usable by the secondary gunner. It was available as a portable weapon for the Enforcer class during early betas, but was removed in the final release.

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
M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, which is mounted on top of a Counter/Heavy Attack Truck.
A somewhat clearer view of the guns mounted on the Counter Attack Truck.
A low detail SAW is also mounted in a firing port in the back of the SUV vehicles.

Lewis Gun

A customized Lewis Gun is available in the Betrayal DLC as the "Syndicate Gun". It has a truncated barrel, no stock, an AN/PEQ-15 laser, and a PK-A scope with a custom reticule. In the CTE pre-release tests, it was the same base Lewis gun used in DICE's Star Wars Battlefront and Battlefield 1. The final in-game model actually has the same ribbing on the forced-air cooling shroud as seen in the former game.

In the CTE pre-release, the "Syndicate Gun" was in its original length configuration with the rear sight folded down.

Lewis Gun - .303 British
A Lewis Gun pilfered from another player. Note the green laser dots in the center of the crosshair. Also note the Syndicate symbol on the top of the magazine; while neat-looking, this does somewhat problematically block the magazine release.
Aiming down the scope.
Pulling the pan magazine off on a reload.
Charging the Lewis.

RPK / Zastava M72 Hybrid

A hybrid of the RPK and the Zastava M72 was added to the game in the Robbery DLC, as the "RPK". It has many visual features of the Zastava M72 (specifically the early milled receiver model), such as the left side of the receiver, the barrel ribbing, the handguard and the front sight, combined with the right side of an RPK's stamped receiver, along with the RPK's cleaning rod retainer.

Like the Galil AR, the "RPK" holds a high capacity of 50 rounds, in this case in a drum magazine (even though actual RPKs' drum magazines hold 75 rounds) and is now categorized as an Assault Rifle. Like the "AKM", the RPK is fitted with its original wood handguard by default, but when equipping anything in the Accessory slot it becomes an RIS handguard.

RPK with 75-round drum magazine - 7.62x39mm
Zastava M72 with 30-round box magazine - 7.62x39mm
Robbery RPK in game.
Same, with the "Stock" attachment.
Robbery RPK with the railed forend in first person view.
The vanilla RPK in sunny Mexico. Or the United States/Mexico border, to be specific.
Iron sights, note the RIS rail rising above the side blades.
Again, but without the RIS.
Clutching the drum magazine.
Shoving another underloaded drum in.
Racking the hybrid RPK's bolt.

RPK

Another RPK was added in the Betrayal DLC, modeled with a standard 40-round box magazine (that still holds 50 rounds), and incorrectly referred to as an RPK-74 (similarly to Battlefield 3). In contrast to the first version, it has a proper RPK's receiver and barrel components, though it lacks a cleaning rod retainer. It also has a ribbed dust cover, a feature of certain variants such as early Soviet RPKs and Romanian RPKs.

RPK with 40-round magazine - 7.62x39mm
Other side of the border, other RPK.
Aiming the not-RPK-74.
"Where's my bipod?"
Charging the RPK with the right hand, the biggest difference from its Battlefield 3 and 4 animation reel.

Sniper Rifles

AAC Integrally Suppressed Remington 700

The AAC Integrally Suppressed Remington 700 appears as the ".300 Knockout". It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bolt by default. It has a default magazine capacity of 10+1 rounds in singleplayer, and 5+1 in multiplayer.

AAC Integrally Suppressed Remington 700 - .300 BLK
Cycling the bolt on an acquired AAC R700.
Reloading after a kill. The chrome finish on the metal parts is an unlock.

Accuracy International AWC

The Accuracy International Arctic Warfare Covert is available in the Getaway DLC. In-game it is inaccurately referred to as "AWS" (Arctic Warfare Suppressed), which refers to the non-folding stock variant. It was the only bolt-action sniper rifle that was available to all classes before the addition of the Springfield M1903.

Accuracy International AW Covert - 7.62x51mm NATO
A customized Arctic Warfare Covert in a Chinatown market.
Cycling the bolt.
Pulling the bolt back.
Reloading the AWC.

Accuracy International AWM-F

The AWM-F can be purchased for the Criminal Professional. This time around, it is correctly designated "AWM". However, the weapon's projectile in the game files is erroneously stated to be 7.62x51mm NATO instead of .338 Lapua Magnum. Nevertheless, the weapon can be equipped with the ".338 Magnum Rounds" accessory, which essentially corrects this.

Accuracy International AWM-F - .338 Lapua Magnum
The hidden incomplete "AWM" on June 2014 beta. Note the weapon model is actually reused of Battlefield 4's AWM-F.
The AWM in the released game. The stock now has the familiar green color by default.
Ejecting a .338 casing.
Opening the AWM's bolt.
Reloading. By default, the muzzle brake is actually absent, and has to be unlocked.

Barrett M98B

The Barrett M98B is available in the Betrayal DLC.

Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum
Handling a tan Barrett M98 Bravo.
Reloading the M98B.
Chambering a round.

Barrett M107

The Barrett M107 appears as the "M82 .416" in the Robbery DLC. It is actually modeled after the version chambered in .50 BMG; the real .416 Barrett variant has a cylindrical muzzle brake with three holes.

Barrett M107 - .50 BMG
Idling around with an "M82 .416." equipped with a Trijicon TA648 and RMR.
View through the Trijicon scope...
...and through the reflex sight. Attempting to fire a Barrett from this posture would probably be very painful.
Rocking in a magazine.
Tugging the M107's massive bolt. Basically the same procedure seen in Battlefield 4, from a slightly different angle.

Desert Tactical Arms Stealth Recon Scout

The Desert Tactical Arms Stealth Recon Scout is available in the Getaway DLC. It is strangely named "388-Recon" (as opposed to "338-Recon" as seen in BF4).

Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum
Looking at a black Stealth Recon Scout.
Cycling the bolt.
Reloading.

FN FNAR

The FN FNAR is available in the Betrayal DLC as "SP-AR".

FN FNAR - 7.62x51mm NATO
The FNAR in idle.
Ironsights.
Grabbing a spent magazine.
Mag out.
Releasing the bolt.

Knight's Armament SR-25 E2 Advanced Combat Carbine

The SR-25 E2 Advanced Combat Carbine appears in the game, incorrectly referred to as the SR-25 ECC (Enhanced Combat Carbine) variant. It can be purchased for the Law Enforcement Professional.

Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm NATO
The hidden incomplete "SR-25 ECC" in the loadout menu on June 2014 beta. Note the alpha weapon model is actually reused of Battlefield 4's Mk 11 Mod 0.
The final game's SR25 Advanced Combat Carbine.
Aiming the SR25.
Reloading. Mid-magazine reloads are simply done with the supporting hand.
Whereas, when empty, the character dumps the spent magazine with his left hand, but loads a new one in with his right.
Lastly, pressing the ambidextrous bolt release.

M1903A1 Springfield

The M1903A1 Springfield with the rear sight of the M1903A3 is available in the Betrayal DLC. As with the other WWII weapons, it is available to all kits. Another strange attribute of this rifle is that the reload animation simply has a single .30-06 round loaded into the chamber, regardless of how many rounds have actually been fired. The empty reload animation also only "loads" 4 rounds, so the Springfield has to be topped off as if it was a closed-bolt weapon fed by detachable magazines.

M1903A1 Springfield sniper rifle with 7.8x Unertl scope - .30-06 Springfield
M1903A3 Rifle manufactured by Remington Arms for use during World War II. Note the C-type pistol-grip stock - .30-06
The unscoped hybrid M1903 in-game.
Sighting in a power line.
The M1903 with it's unique 8x Unertl scope.
View through the scope.
Cycling the '03.
And now for a completely unrelated change of scenery; the Springfield's empty reload. Note the original M1903A1's ladder sight that looks rather flat; the original rear sight notches appear to have been removed.

Remington Model 700 LTR

The Remington Model 700 LTR, as "R700LTR", was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional. By default, it is chambered in 7.62x51mm NATO, but can optionally use ".338 Magnum Rounds" as an accessory, like the AWM.

Remington Model 700P LTR - 7.62x51mm NATO
Remington 700 LTR being held.
Stock Remington 700 LTR in the alpha loadout menu.
An appropriately-camouflaged Remington 700 LTR in the release version.
Aiming with the 8x scope.
Rechambering the M700 LTR.
Reloading the detachable box magazine.
Pulling the bolt back on an empty reload.

Steyr Elite

The Steyr Elite appear as "Scout Elite", is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x.

Steyr Elite - 7.62x51mm NATO
Inspecting the Steyr Elite.
Cycling the bolt.
Topping off with a fresh magazine.
Reloading the Steyr from empty.

Launchers

Both the "Stinger" and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.

Training Set Guided Missile M134

The "FIM-92 Stinger" appears to be the same Training Set Guided Missile M134 model in Battlefield 3 and 4. It is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.

Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm
Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.
Holding the "Stinger".
Aiming down the sights of the "Stinger".

Heckler & Koch M320

The Heckler & Koch M320 is available to the Law Enforcement Mechanic class. The description of the weapon reads "It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents." As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills. The Police Operator class can use a unique version firing tear gas grenades.

Heckler & Koch M320 - 40x46mm
The M320 in idle.
Despite keeping the rear sight folded, it is basically aimed the same way as in the previous titles.
Opening the barrel.
Grabbing the spent shell casing.
Closing the tube.

M79 Grenade Launcher

The M79 is available for the Criminal Mechanic Class. Its description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320. The Operator can use a unique version firing tear gas grenades.

M79 grenade launcher - 40x46mm
The M79 launcher. This seems to be the first one in the series without the Apocalypse Now tiger stripe paint job.
Aiming the M79.
Tossing out a spent 40mm round.
BFH M79 4.jpg
Snapping the barrel shut with a new round loaded.

Mk 153 SMAW

The Mk 153 SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to Battlefield 4's AT4) and is much more powerful than the RPG-7.

Mk 153 Mod 0 SMAW - 83mm

RPG-7V2

The RPG-7V2 can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.

RPG-7 - 40mm
Player holding the RPG-7V2.
Sights of the RPG-7V2.
Reloading the RPG-7.

Explosives

AN/M14 incendiary grenade

Available to purchase for any Police class. Incendiaries grenades (and molotovs) thrown by teammates will have blue fire. two are carried at once. Criminals use Molotov cocktails instead.

AN/M14 incendiary grenade
Contemplating kicking off the Lunar new year with an AN-M14 grenade.
The results went about as expected.

M18 smoke grenade

Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting.

M18 smoke grenade
"This isn't a lotto ticket."

M67 fragmentation hand grenade

Every class in the game can equip one M67 fragmentation hand grenade. It is the default grenade.

M67 fragmentation hand grenade
Player holding the M67.
M67 on the loadout screen.

M84 Stun Grenade

Available for purchase for any class. Players using the Flashbang carry two at a time.

M84 stun grenade
The M84 flashbang in idle.

Mounted Weapons

Bofors 40mm L/60

In the "Sovereign Land" chapter of the single-player story, Nick makes use of the Bofors 40mm cannon mounted to a grounded AC130. The GAU-12/U and M102 Howitzer are also present but unusable.

Bofors 40mm L/60 AA gun in a Boffin mounting - 40x311mmR
The wrecked AC130U Spooky in "Sovereign Land." It has Mexican Air Force markings, but in reality the Fuerza Aérea Mexicana only operates regular C130 transports.

Browning M2HB

The Browning M2HB appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.

Browning M2HB heavy machine gun in vehicle mount - .50 BMG
Heavy/Counter Attack Truck with the M2HB mounted on top

FN M3M

The FN M3M is purchasable for the SUV turret, and the helicopter door gunners, referred to as "M3M". It differs from the M2HB by having a higher rate of fire.

FN M3M (designated GAU-21 in the US military) - .50 BMG
The M3M's menu page.
Firing the FN M3M from a police SUV.

Mk 19 Grenade Launcher

The Mk 19 grenade launcher is also mounted on the Counter Attack Truck as a secondary weapon to the Browning M2HB, it can be customized to fire 25mm flechette ammunition.

Mk 19 grenade launcher on vehicle mount - 40mm
Mk 19 grenade launcher on a police Counter Attack Truck.

M134 Minigun

M134 Miniguns are mounted on the Transport Helicopters, Armoured SUVs, and Attack Helicopter's nose mount.

Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.
M134 mounted on top of a Armoured Truck.
Armoured SUV with M134 in the loadout menu.
M134 mounted on top of a Transport Helicopter.
Transport Helicopter with M134 in the loadout menu
M134 mounted on the nose of the Attack Helicopter.

PKP Pecheneg

The PKP Pecheneg is the default machine gun mounted on the Armored Rescue Vehicle/Hardened Attack Truck. It is the default gun used by the driver.

PKP Pecheneg machine gun with ammo box - 7.62x54mmR
The PKP in the menu screen.

Misc.

Airrow A-8S Stealth

The Airrow A-8S Stealth is available in the Betrayal DLC.

The Airrow A-8S in idle.
Reloading a "hairpoon".

Triple Rifle

A triple-barreled rifle (a drilling) chambered in .700 Nitro Express is available in the Betrayal DLC as the "Mammoth Gun".

The "Mammoth Gun" in the loadout menu.
The Drilling with a fancy finish.
Aiming.
Ejecting .700 rounds from the Drilling. Notice how the character rests it in the crook of his left arm. As with the similar rifle in Far Cry 4, he at least has the decency to actually thumb the latch when opening the barrels.
All three cartridges are always ejected and replaced.

Taser X26E

The Taser X26E appears as an all-kit gadget, in the sidearm slot. It is called the "T62 CEW" (for Conducted Energy Weapon, the official classification for Taser-like weapons) in the game. The in-game version can mount a reflex sight, something not possible with the real-life weapon, and indeed the in-game model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a "Non-Lethal Takedown" score bonus, in addition to allowing players to interrogate the stunned enemy (which reveals the location of the victim's teammates on the minimap for a short time).

Taser X26E with safety cap on
A Taser X26E being reloaded in Hardline's early alpha. Note that it used it's normal sights in this version of the game.
The Taser X26E in the loadout screen.
The RMR-equipped Taser in the retail version of the game.
Aiming the X26E. As stated above, two vertical dots will appear in the reticule when a target is in range.
Firing the Taser at a non-complaint seawall.

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