The following weapons are used in the video game Battlefield 2:
The Beretta M9 is the main sidearm for the U.S. Marines (USMC) and European Union (EU) factions in the game as well as the US Navy SEALs and British Special Air Service (SAS) factions in the Special Forces expansion pack, a silenced version is used by the Spec-Ops and Sniper classes. The SAS should be using a Browning Hi-Power (L9A1) or SIG-Sauer P226 (L105A1) as their main handgun, and the EU adopted other handguns made by Glock, SIG-Sauer and Heckler & Koch as their main sidearms. It is listed in-game as the "92FS", instead of the military "M9" designation. A goof in the rendering of the pistol is present in that the hammer never moves and should be cocked back after being fired. Unless the version in the game is the Double Action Only variant.
The player character shows a spectacular lack of handgun training with this weapon. The teacup stance is used, notorious for causing extremely wide groupings as the support hand does absolutely nothing for recoil. Further, the player never removes their finger from the trigger when reloading, and violently yanks back the slide even when there should be a round in the chamber. Given the former, this would likely cause the weapon to discharge. Lastly and perhaps most bafflingly, unpatched the Beretta is one of the most accurate weapons in the game.
The MP-444 "Baghira" pistol is the main sidearm for all MEC (Middle Eastern Coalition) forces. Also used by the Russian Spetznaz, Rebels and Insurgents factions from the Special Forces pack. It is referred to inaccurately as the MR-444 instead of the accurate MP-444 designation. A silenced version is used by the above-mentioned factions' Spec-Ops and Sniper classes. The weapon also appears to be modeled with the sights backwards; having the front sight blade at the rear of the weapon and the rear sights at the front of the slide. All handgun animations are the same, so this weapon has the same problems as the Beretta M9.
While the MP-444 was presumably chosen as the Russian and Middle Eastern equivalent to the M9 and QSZ-92 in-game for the sake of balance, the pistol saw very rare use outside of Russia in real life. A much more accurate pistol of choice would be the Makarov PM and its silenced variant the Makarov PB.
The Norinco QSZ-92 is the sidearm of all Chinese classes in the game, the Chinese Spec-Ops and Sniper classes use it with a silencer. For unknown reasons, the in-game QSZ-92 appears with a red hammer and slide release as seen below.
Submachine Guns/Personal Defense Weapons
The FN P90 is the EU Anti-Tank class' main weapon and is the second weapon unlock for the other factions' Anti-Tank classes. Its stats are somewhat the same as of the MP7, but appears to have a slightly lesser rate of fire. Just like the same ammunition and damage complications of the MP7, the player can only carry 2 extra magazines and usually takes half and sometimes, the whole magazine, to take down another opponent. The P90 is actually from the Euro Force booster pack (which was merged with the main game in version 1.50), but it is not needed to get the P90, the only thing required is the DAO-12 shotgun mentioned below.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3, fitted with a Navy trigger group, is the main weapon of the USMC Anti-Tank class as well as the Anti-Tank class of the US Navy SEALs and British SAS in the Special Forces expansion pack. It is accurate on short ranges and to a lesser extent, on medium ranges. It is a relatively weak weapon in the game and often takes a whole magazine to take down an enemy.
Heckler & Koch MP7
The Heckler & Koch MP7 is the main weapon for the British SAS Engineer class from the Special Forces expansion and is the second weapon unlock for the Engineer class. Has a high rate of fire and a slightly higher damage and accuracy of a MP5. Since it has a large magazine of 40 rounds (despite being modeled with a 20-round magazine), the player can only carry a few extra magazines with them compared to 4 extra magazines of the medic and 6 with the assault classes, and to complicate things more, it usually takes half or nearly the whole magazine to take down an enemy, prompting the player to reload often. It is rarely seen, as most players opt to spend their hard-earned unlock points on the MK3A1.
Norinco Type 85
The Norinco Type 85 is the main weapon of the Chinese Anti-Tank class. It is the only submachine gun without an alternate fire mode, operating in full auto only. Given this game's release in 2005, the QCW-05 was a brand-new submachine gun that had only begun production the same year, so the Type 85 was still in use.
The PP-19 Bizon-2 is the main weapon for the MEC Anti-Tank class. Also used by the Russian Spetznaz, Rebels and Insurgents factions' Anti-Tank class from the Special Forces pack. Almost has the same stats with the USMC Anti-Tank's MP5, but with an incorrect 45-round magazine (assuming the chambering is 9x18mm Makarov, it should hold 64 rounds; this was likely changed for the sake of balance). One minor goof is the idle animation, which shows the character ejecting the magazine, throwing it up in the air, catching it, and then loading it back into the weapon; at any point in the animation, the player can move or fire the gun, causing the magazine to return in an instant. Like the MP-444, the Bizon saw very little use outside of Russia; more appropriate submachine guns for the Rebel and Insurgent factions would be the older guns like the Skorpion, Uzi, or even the PPSh-41.
Called the "DAO-12" shotgun in game, the Armsel Protecta is the first weapon unlock for the Anti-Tank class. While "DAO-12" is commonly mistaken for the weapon's actual name, "DAO" is only really used relative to the weapon's "Double Action Only" trigger, not the whole device. It has a 12-round drum magazine, but because of its big magazine capacity, it has a relatively weaker damage compared to other shotguns, and has a time consuming reload process.
Benelli M4 Super 90
The Benelli M4 Super 90 semi-automatic shotgun appears in the game mainly used by the EU Engineer class. It has high damage, low range, average accuracy and 6-round capacity. Its performance may be similar to that of the Saiga-12. There are currently no ways to unlock the weapon and spawn with it while playing different factions.
The Norinco 982 shotgun, referred to in-game as the "NOR982", is the main weapon of the Chinese Engineer. The Norinco 982 is a Chinese clone of the Remington 870 shotgun.
Pancor Jackhammer MK3A1
The Pancor Jackhammer shotgun is the first weapon unlock for the Engineer class. It is a fully automatic shotgun with a seven round detachable cylinder (this is incorrect; it should hold 10 rounds). Does slightly more damage per hit than the DAO-12 semi-auto shotgun of the Anti-Tank class. Reload of the revolver style drum magazine takes several seconds. Good for close quarters combat.
Remington Model 870
The Remington Model 870 shotgun is the main weapon for the USMC Engineer class as well as the Engineer class of the US Navy SEALs in the Special Forces expansion pack and is fitted with ghost-ring sights and spare shotshell holders on the left side of the receiver. It is very accurate and powerful at close ranges, although relatively slow to fire and reload. It is listed in-game as the "M11-87", though the Remington Model 11-87 is semi-automatic and the weapon in the game is pump-action.
The Saiga-12K semi-automatic shotgun, fitted with a side-folding stock and referred to in-game as the "S12K", is the main weapon of the MEC engineer. Also used by the Russian Spetznaz, Rebels and Insurgents factions' Engineer class from the Special Forces pack. Relatively weaker than the pump-action shotguns used by the Chinese and U.S.M.C., but is semi-automatic, making it faster to fire and has somewhat longer range and accuracy. Also the box magazine is faster to reload than the other shotguns in the game.
Assault Rifles/Battle Rifles
The AK-101 is the main weapon of the MEC Assault and Medic classes, with two magazines taped together "jungle style". It is also used by the Russian Spetznaz, Rebels, and Insurgents factions' Assault and Medic classes from the Special Forces pack. The Assault class' AK-101 in-game has a GP-30 grenade launcher. It combines the accuracy of the USMC's M16A2 and the full auto hitting power of the PLA's AK-47. An animation goof is visible in the the reloading animation, which shows the player character flipping the taped magazines around and loading the second one, even if the player has already emptied both magazines; even stranger, this is still counted as dropping the replaced magazine entirely. The AK-101 is not a standard weapon in real life for any of the factions that wield it; the Spetsnaz and MEC's main rifles should be the AK-74M, and the Rebels and Insurgents' main rifles should either be an AK-74 or the older AK-47 model as used by the PLA.
The AK-47, instead of the more appropriate Type 56 or Type 81, is the main weapon of the Chinese Assault and Medic classes. The Assault class' AK-47 is fitted with a GP-25 grenade launcher as described below. The AK-47 is anachronistic for the real-life Chinese People's Liberation Army (PLA), as the standard issue weapon for modern Chinese forces is currently the Norinco QBZ-95.
The AKS-74U is the main weapon for the MEC Spec-Ops class. Also used by the Russian Spetznaz, Rebels and Insurgents factions' Spec-Ops class from the Special Forces pack. It mostly has the same stats as its USMC M4A1 counterpart. The AKS-74U in the game is colored in desert camouflage and it is fitted with a Kobra red dot sight. It is incorrectly labeled as the "AK-74U" in-game, and has a very short handguard akin to the JG "AK Beta-F" airsoft rifle.
The first generation battle rifle version of the FN SCAR, the FN SCAR-H is used by the US Navy SEALs' Assault class from the Special Forces expansion as its main weapon. It has similar stats to its lighter caliber version, like its accuracy and recoil. Since it uses heavier 7.62x51mm ammunition than the SCAR-L's 5.56x45mm, it has more stopping power. Comes configured in the game with an M68 Aimpoint red dot scope, Grippod foregrip, and a shorter barrel. There are currently no ways to unlock the weapon and spawn with it while playing different factions. It is one of only two weapons in the game used by the Assault class that does not feature an under-barrel grenade launcher, the other being the Heckler & Koch G3A3 mentioned below. It should also be noted that it holds 30 rounds despite using a 20-round magazine.
The assault rifle mainly used by the EU Medic class is the FAMAS F1. It has above average damage, high accuracy, and fire rate. Its magazine incorrectly holds 30 rounds, when the F1 version only holds 25. Equipped in-game with a scope. There are currently no ways to unlock the weapon and spawn with it while playing different factions.
The FN F2000 is used by the British SAS (Special Air Service) Assault class from the Special Forces expansion as the main weapon and is the second weapon unlock for the other factions' Assault class. Excellent accuracy and damage. Has a somewhat severe recoil, but the resulting muzzle climb can be used to the player's advantage on standing targets since it means a burst to the torso will often cause one's aim to climb for a headshot. It comes equipped with the FN GL-1 grenade launcher as mentioned below and its standard configuration scope. The SAS didn't use the F2000 in real life; their main rifles are the native L85 or foreign-made Colt C8 and Heckler & Koch rifles.
The first generation FN SCAR-L is the main weapon for the US Navy SEALs Spec-Ops class from the Special Forces expansion and is the second weapon unlock for the Spec-Ops class. The FN SCAR-L in the game is fitted with an M68 Aimpoint scope and a Grippod foregrip. The player doesn't need the Special Forces pack to get the weapon.
Heckler & Koch G3A3
The Heckler & Koch G3A3 is the first weapon unlock for the Assault class. Extremely accurate and powerful, but its 20 round magazine reduces its ability for continuous fire in close quarters combat. Notable for being one of the most powerful small arms in the game capable of full auto, tying with the PKM. It is also one of only two weapons used by the Assault class that does not feature an underbarrel grenade launcher, the other being the FN SCAR-H mentioned above.
Heckler & Koch G36C
The Heckler & Koch G36C is the first weapon unlock for the Spec-Ops class, fitted with a RIS foregrip. It has a somewhat average damage, but its low recoil and high accuracy on both single and full automatic fire make it a quite popular weapon on most game servers.
Heckler & Koch G36E
The Heckler & Koch G36E is the British SAS Medic class' main weapon from the Special Forces expansion and is the second weapon unlock for the Medic class. In the game it has Picatinny rails, G36C-style rail top/iron sights and vertical foregrip. It is extremely accurate and possesses a high rate of fire in the burst mode, making it the most popular weapon in the game.
Heckler & Koch G36KV
Another G36 variant in the game is the Heckler & Koch G36KV, the export version of the G36K, referred to as the "G36K" in-game. This version is the carbine version of the G36 family, which is used by the British SAS Spec-Ops class. Basically has the same stats as the G36E, but is capable of fully automatic fire and (incorrect) 3-round burst. Although it is included in the Special Forces Expansion pack, there are currently no ways to unlock the weapon and spawn with it while playing different factions. It has a rail top instead of the standard ZF 3x4° dual sight system on normal G36K's.
Heckler & Koch G36KV (as "MG36")
A Heckler & Koch G36KV in light support weapon configuration and fitted with a C-type rail carry handle, referred to as the "MG36" in-game, is the main weapon for the British SAS Support class from the Special Forces expansion and is the second weapon unlock for the Support class. Can be considered a cross between the M249 and the PKM, it somewhat has the accuracy of the PKM and a rate of fire close to that of the M249. In the game, it can fire with either in full auto, or (an incorrect) 3-round burst. The PKM is required to unlock the "MG36."
Heckler & Koch HK53
The Heckler & Koch HK53 appears in the hands of the EU Spec-Ops class as the "Heckler & Koch 53A3". The SAS also used the HK53 in real life, though in-game they have the G36KV instead. In-game it holds 40 rounds, despite being modeled with a 25-round magazine and has full auto and 3-round burst capabilities. It has high damage and accuracy and average rate of fire. There are currently no ways to unlock the weapon and spawn with it while playing different factions. Both the HK53 and the MP5A3 mentioned above use the same reloading animation; the character loading in a fresh magazine and performing an "HK slap" to chamber a round.
The L85A1 is the first weapon unlock for the Medic class. It is a quite popular weapon because of its damage and accuracy, but is becoming overshadowed by the G36E mentioned above. Single shot is recommended for medium-long range use. Its fully automatic fire mode is recommended only for close quarters combat and to a lesser extent, short to medium range. Comes equipped with its commonly-issued SUSAT 4x scope.
The L85A2 appears in the hand of the EU factions' Assault class. It should also be used by the SAS faction in the Special Forces expansion instead of the F2000. It has higher accuracy capabilities on full automatic than its predecessor, the L85A1, and somewhat higher damage. It comes equipped in-game without a SUSAT scope, instead using the iron sight/carry handle assembly and an underslung Heckler & Koch AG36 grenade launcher, as mentioned below. There are currently no ways to unlock the weapon and spawn with it while playing different factions.
The M16A2 rifle is the main weapon for the USMC Assault and Medic classes and the US Navy SEALs' Medic class in the Special Forces expansion pack, the Assault class' M16A2 comes equipped with an M203 grenade launcher, as described below. It has excellent accuracy on single shot mode, while its 3-round burst is useful in short-medium range. Interestingly, all classes and all factions in the game come with the M16A2's current-issue M9 bayonet as a last-ditch defensive weapon, but no weapons can mount a bayonet on them.
The M4A1 carbine (called the three-round burst "M4" in-game) is the main weapon of the USMC Spec-Ops class. Weaker than the M16A2 but has full auto capabilities, possibly has more accuracy, and lesser recoil. The M4A1 in the game is fitted with an M68 Aimpoint red dot scope and a flip-up rear sight which is only present for aesthetic purposes. A shorter-barreled version of the M4A1, the Colt Model 933 appears on promotional material for the game (such as the box art shown above), but is never seen in-game. A modeling error on the in-game weapon is seen in that the battery compartment for the M68 Aimpoint is on the wrong side; shown being on the left side instead of the right. Also, when looking through the Aimpoint, the M4A1's front sight disappears.
The Norinco QBZ-95B is the main weapon for the Chinese Spec-Ops class. Extremely accurate and above average damage, it is incorrectly labeled as the "QBZ-97" in-game, which is a full-length export variant using STANAG magazines. It is somewhat slow to reload; the animation showing the character taking a moment to look at the magazine (which amusingly doesn't have any rounds in it) before loading it into the weapon. Its full-sized variant, the QBZ-95, doesn't appear as the main weapon for the PLA, being replaced by the incorrect AK-47 as mentioned before.
Sniper Rifles/Designated Marksman Rifles
Accuracy International Arctic Warfare
The Accuracy International Arctic Warfare is used as the main weapon by the EU (European Union) Sniper, with strips of camouflage cloth material on the barrel. It is the second weapon unlock for the other factions' Sniper classes. To unlock the weapon, you only need the Barrett M95, even though the weapon is from the Euro Force booster pack. Its extremely thin scope reticule and high accuracy make it one of the most popular weapons in the whole game.
The Barrett M95, with a camouflage paint scheme, is the first weapon unlock for the Sniper class. Required if the player wants to unlock the L96A1. It has high damage, and a scope with a fuzzy crosshair making it a little harder to make headshots at long ranges where the view of the target is restricted from the weather (fog, etc). With the its ability to penetrate the glass canopies of aircraft (the only small arm in-game capable of doing this) and extremely long range, it is very popular amongst players.
M24A3 Sniper Weapon System
The M24A3 Sniper Weapon System is the main weapon for the USMC Sniper class and the British SAS & US Navy SEALs' Sniper classes in the Special Forces expansion pack, listed as the "M24" in-game and equipped with a Harris bipod and heavy custom camo (despite the real-life Marine Corps using the M40 sniper rifle and the M24 being used by the U.S. Army. Both the M24A3 ad the M40 are derived from the Remington Model 700 series civilian hunting rifles.) Despite being overshadowed by the L96A1, it possesses the same accuracy. It is identifiable as the M24A3 via the removable 5-round box magazine.
The Norinco QBU-88 with a camo paint scheme, referred to in-game as the "Type 88", is the main weapon for the Chinese Sniper class. Has almost the same stats as the MEC Sniper's SVD.
The SVD Dragunov is the main weapon for the MEC Sniper. Also used by the Russian Spetznaz, Rebels and Insurgents factions' Sniper class from the Special Forces pack. One of the weaker of the sniper rifles in the game, but its semi automatic option compensates against other bolt action weapons. It is also fitted with synthetic handguards, but retains a wooden stock.
An unfinished Barrett M82A1 appears in the game files (it is only accessible through modding of the kit files). It can only be fired when on a vehicle or while prone (although it has no firing sound).
Heckler & Koch HK21E
The Heckler & Koch HK21E is the general purpose machine gun used by the EU Support class, referred to as the "HK21" in-game, despite being the modernized HK21E version. It has high damage, range and great accuracy with a 200 round ammo drum. There are no ways to unlock the weapon and spawn with it while playing different factions.
The Norinco QBB-95, referred to in-game as the "Type 95", is the main weapon for the Chinese Support class. It has average accuracy and damage. It can also be found as a stationary turret on some maps, and as a secondary weapon on Chinese Fast Attack Vehicles.
PKM/PKT Machine Gun
The PKM machine gun is the first weapon unlock for the Support class. It is highly accurate, even at long range, and is one of the most powerful fully automatic small arms in the game, tying with the G3A3. The PKM's slow rate of fire hampers its close quarters effectiveness, but makes it controllable when firing in longer bursts. The T-90 tank used by the MEC (and the Russian Spetznaz in the Special Forces expansion pack) employs a PKT machine gun in a coaxial mounting next to the main gun. The BMP-3 APC introduced in the Special Forces expansion pack also uses a PKT, though the muzzle flash is incorrectly shown coming from the 30mm autocannon mounted parallel to the 100mm main gun, as shown in the screenshot below. Two more PKT machine guns are mounted in the bow of the hull, but are not usable.
RPK-74 Light Machine Gun
The RPK-74 is the main weapon for the MEC Support class. Also used by the Russian Spetznaz, Rebels and Insurgents factions' Support class from the Special Forces pack. Can be found as a stationary turret on some maps. It is also mounted on some of the MEC vehicles such as the Fast Attack Vehicle and on the dashboard of pickup trucks in the Special Forces expansion pack. The RPK-74 in the game is inaccurately shown with a 7.62x39mm 75-round drum magazine found on the original RPK instead of a normal RPK-74's 45-round box magazine. More accurate and powerful than the USMC's M249 SAW, but slightly less rate of fire.
The M249 SAW is the main weapon of the USMC Support class and the US Navy SEALs Support class in the Special Forces expansion pack. It can also be found as a stationary turret on some maps. Has an extreme rate of fire, good for close quarters combat, but inaccurate for long ranges in full auto. Should only fire on short 1-4 shot bursts for better results. It is also mounted as a secondary weapon on the LSV (Light Support Vehicle) and the RIB (Rigid Inflatable Boat) and on 6-wheeled ATV's (called the "Desert Raider" in-game) in the Special Forces expansion pack; one on top and one for each of the front two passengers. It is also shown with the straight carry handle of the original FN Minimi instead of the M249's angled carry handle, and the older-style muzzle brake. It also ejects spent shells directly to the right instead of ejecting them at an angle downwards.
Amusingly, if left idle the player character will stroke and then pat the M249's forend in a manner that seems to be a reference to Shepherd's habit of petting the Spore Launcher in Half-Life: Opposing Force.
GP-Series Grenade Launchers
Both the GP-25 and GP-30 grenade launchers appear in the game, the GP-25 being mounted on the AK-47 of the Chinese Assault class and the GP-30 being mounted on the AK-101 of the MEC Assault class and the Spetznaz, Rebel, & Insurgent Assault classes in the Special Forces expansion pack.
L123A2 Grenade Launcher
The L123A2 grenade launcher appears mounted on the L85A2 rifle. It is listed in-game as the "AG36" despite the British designation of "L123A2" when used with the L85A2 rifle. It is also erroneously modeled with the ladder sight mounted on top of the handguard instead of on the left-hand side.
Federal Gas Riot Gun
The Federal gas riot gun appears as part of the Special Forces expansion pack, being used by all factions' Support class, fitted with a wooden vertical foregrip. It fires teargas rounds that will render enemies temporarily unable to effectively defend themselves, though the effects can be countered by using gas masks. It's an unusual but nonetheless anachronistic choice; the British and EU factions could use the ARWEN 37, the Russian and Middle Eastern factions could use the RGB-6, the US faction could use the Milkor MGL and the Chinese faction could use the QBZ-87 respectively.
M203 Grenade Launcher
The M203 grenade launcher appears in the game mounted on the M16A2 as the main weapon for the USMC Assault class. A direct hit can destroy a Fast Attack Vehicle in one shot and a truck in two shots.
FN GL-1 Grenade Launcher
The FN GL-1 grenade launcher appears in the game as the "EGLM" mounted on the FN F2000 used by the British SAS Assault class in the Special Forces expansion pack, and can be unlocked in the main game as well.
The RPG-7, fitted with a PGO-7 scope, appears as the main rocket launcher for the Russian Rebel and Insurgent factions from the Special Forces pack. Despite being a Russian launcher, the Spetsnaz don't use it in the main game. Unlike other anti-tank weapons like the ERYX or SRAW, its rocket cannot be steered. Over long ranges, the weapon must be aimed at an angle to effectively reach a moving target. It should also be noted that the reticle of the PGO-7 scope mounted on the weapon in the game is rather crude; a simple crosshair pattern instead of the more intricate reticle of the real PGO-7 scope.
The ERYX is the man-portable missile launcher for the Anti-Tank class of the MEC, Russian Spetznaz, and Chinese Army factions. None of those factions actually used it in real-life; more appropriate choices would be 9K115-2 Metis-M (AT-13 Saxhorn-2) for the MEC and Russians and Hongjian-8 for the Chinese respectively. The missile can be steered towards the target by the player, but unlike the SRAW, the player must keep the fire button depressed to do so. It is best in urban combat and takes out an M1A2 Abrams with as few as 2 missiles, depending on where the missiles hit.
The FGM-172 SRAW is the main rocket launcher for the Anti-Tank class of the USMC, US Navy SEALs, British SAS, and EU. The British Army tested the Kestrel derivative of the SRAW in 2000 before adopting the MBT LAW in 2002 instead, and the EU's main anti-tank missile launcher should be the MILAN. The missile can be steered towards the target by the player much better than the ERYX. Unlike the real SRAW which is a "fire and forget" weapon, the player must actively guide the in-game SRAW's missile until impact to ensure a hit on the target.
Browning M2HB Heavy Machine Gun
The Browning M2HB heavy machine gun is mounted on most USMC land vehicles including the DPV (Desert Patrol Vehicle), M1A2 Abrams, the EU's Challenger 2 & Leopard 2A6 tanks (despite neither the Challenger nor the Leopard ever using this weapon in real life) and the Humvee, the Humvee having a gun shield mounted in front of the M2HB to protect the gunner from enemy small-arms fire, as well as on the backs of pickup trucks in the Special Forces expansion pack. The M2HB also ejects the shells towards the right instead of downwards from the bottom of the gun. Also, the M2HB's on the EU tanks have no visible ammo belts or boxes.
Browning M3 Heavy Machine Gun
The Browning M3 heavy machine gun appears in the game dual-mounted on the MEC factions' Eurocopter EC635 scout helicopter in HMP-400 gun pods.
M240C Machine Gun
In some maps, the player can control M1A2 Abrams tanks (an anachronism; the US Marines use the M1A1, not the M1A2) which use an M240C machine gun as a secondary weapon in a coaxial mounting parallel to the main gun, the M240C being highly accurate and powerful, though less powerful than the Browning M2HB mentioned above. The M240C also appears coaxially mounted on M6 Linebacker anti-aircraft vehicles but is not useable. The USMC, EU, & SAS' LAV-25 APC's are erroneously shown as having their coaxial M240C's deleted.
MG3A1 Machine Gun
In some of the Euro Force booster pack maps, the player can control Leopard 2A6 tanks which use an MG3A1 machine gun coaxially mounted next to the main gun, though it is not externally visible unless firing. One goof about the Leopard 2A6 tanks in the game is that they have no MG3A1 at the Loader's hatch, being inaccurately shown with a Browning M2HB heavy machine gun instead as mentioned above.
GE M134 Minigun
The GE M134 Minigun is mounted on UH-60 Blackhawk helicopters in the game used by the USMC (another inaccuracy; the Marine Corps does not use any version of the UH-60, instead using their own helicopters such as the CH-53, CH-46, or UH-1) and the US Navy SEALs & British SAS (despite the British not using the UH-60 either) in the Special Forces expansion pack.
General Dynamics GAU-17/A
General Dynamics GAU-17/A Miniguns appear mounted on AH-6 Little Bird helicopters in the Armored Fury maps.
Type 85 Heavy Machine Gun
The Type 85 heavy machine gun appears as the Chinese answer to the American & EU M2HB and the MEC's Kord, mounted on Type 98 tanks, Fast Attack Vehicles, NJ2046 light trucks (with a gun shield) and door-mounted on the Changhe Z-8 helicopter.
Kord Heavy Machine Gun
The Kord heavy machine gun is mounted on all MEC vehicles such as the T-90 tank, the GAZ-3937 "Vodnik" light truck (with a gun shield to protect the gunner), FAV (Fast Attack Vehicle) and the Mi-17 Hip-H helicopter.
M242 Bushmaster Chaingun
The LAV-25 APC's and M6 Linebackers used by the Marines and EU factons come equipped with an M242 Bushmaster chaingun as their primary weapon. The M242 can kill infantry with one shot but requires prolonged fire to take out bigger targets like APC's and tanks. As with the machine guns in the game, the player must take care to fire in bursts lest the weapon overheat and become inoperable until it cools down. The M242 mounted on the M6 Linebacker fires a high-explosive fragmentation round intended for use against enemy aircraft that packs a bit less punch and is a bit less accurate than the ammo used by the LAV-25, though the LAV-25 is still capable of downing enemy choppers with its M242. It is also the only vehicle-mounted automatic weapon in the game with a limited ammo supply.
M230 Chain Gun
The M230 chain gun appears in the game as the secondary armament of AH-64 Apache helicopters introduced in the Special Forces expansion pack, used by the British SAS and Navy SEALs factions.
The Shipunov 2A42 appears in the game as the secondary armament of the Mi-28 Havoc helicopter used by the MEC faction as well as the BTR-90 APC used by the MEC. It is also mounted on the BMP-3 APC used by the Russian Spetznaz and Insurgent factions in the Special Forces expansion pack, but as mentioned above the BMP-3's PKT machine gun is shown firing from the 2A42's muzzle instead. Some maps will have disabled BTR-90's, complete with non-functional 2A42's.
The Yakushev-Borzov Yak-B appears in the game as the secondary armament of Mi-24 Hind-D helicopters of the MEC Special Forces in the Special Forces expanson pack.
The M61 Vulcan 20mm Gatling cannon appears in the game as the secondary armament of the US F/A-18A Hornet and the US & EU F-15E Strike Eagle. It can be used to engage both airborne and ground targets. It should be noted that the cannons mounted on jets in the game (including the M61) are the only machine guns in the game that will not overheat with prolonged fire.
The General Dynamics GAU-22/A appears in the game as the secondary armament of the F-35B Lightning II fighters used by the USMC faction on some maps. The gun is incorrectly shown being mounted in the nose of the aircraft with the firing port just forward of the canopy, just as with the M61 Vulcan on the F/A-18 Hornet mentioned above.
The General Electric GAU-8/A Avenger appears as part of the Armored Fury expansion pack as the secondary armament on the US A-10A Thunderbolt II ground-attack jet.
The Mauser BK-27 appears in the game as the secondary weapon of the Eurofighter Typhoon used by the EU faction on some maps. The BK-27 is incorrectly shown firing from the left-hand side of the nose just forward of the canopy, where in reality part of the aircraft's targeting systems are located.
The Eurocopter Tiger attack helicopter used by the EU faction comes armed with a chin-mounted GIAT 30 as its secondary armament.
The Berezin UBK appears in the game as the primary weapon on the PLA factions' WZ-11 scout helicopter.
Norinco Type 23-2K
The Norinco Type 23-2K, the Chinese copy of the Soviet Nudelman-Rikhter NR-23, appears in the game as the cannon armament on the Q-5 Fantan ground-attack aircraft used by the PLA faction. The game incorrectly shows the Fantan as having a single gun mounted on the right side of the nose, despite the real Q-5 having one mounted in each wing root.
The Gryazev-Shipunov GSh-23 appears in the game as the secondary armament on the Chengdu J-10 fighters used by the Chinese PLA faction, though is incorrectly shown in-game as a single-barreled weapon.
The Gryazev-Shipunov GSh-30-1 appears in the game as the secondary armament of the MiG-29 Fulcrum and Su-34 Fullback used by the MEC faction and the Su-30 Flanker-C used by the Chinese PLA faction.
The Gryazev-Shipunov GSh-30-2 appears as part of the Armored Fury expansion pack, serving as the secondary armament on the MEC faction's Su-25TM Frogfoot ground-attack jet.
A pair of 2A38M autocannons appear in the game as the main armament on the 2S6M Tunguska anti-aircraft vehicle used by the MEC faction as well as the Spetznaz from the Special Forces pack. The 2A38M fire HE-Frag rounds at a high rate of fire and are devastating against unwary aircraft as well as infantry and soft ground targets.
Type 87 Autocannon
The Type 87, a 25mm Chinese copy of the Russian ZU-23, appears in the game as the primary armament of the PGZ-95 anti-aircraft vehicle used by the Chinese PLA faction. It fires HE-Frag ammo with a rate of fire comparable to that of the guns on the Tunguska mentioned above.
The M197 Vulcan cannon, the three-barreled version of the aforementioned M61 Vulcan, appears in the game as the secondary armament of USMC AH-1Z Super Cobra attack helicopters.
The Phalanx CIWS appears on some amphibious assault maps mounted on the USS Essex. Though the Essex herself is immobile, the Phalanx turrets can be manned and used to engage attacking aircraft. The player controlling the Phalanx also controls an 8-tube RIM-7 Sea Sparrow missile launcher (though in game terms this launcher's projectiles are identical to the AIM-9 Sidewinders used by aircraft), both weapons using a common crosshair. Unlike the manually-operated installation seen in the game, the actual Phalanx system is computer controlled and once enabled, can automatically engage incoming enemy missiles. The in-game Phalanx has an unrealistically slow rate of fire of only 900rpm, about a fifth of the system's actual rate of fire: the Sea Sparrow launcher fires at 120rpm with a 8 second reload after all 8 rounds are fired.
The in-game Phalanx has a 360 degree traversal capability unlike the real Phalanx, which can only traverse 300 degree - 150 degree to either side of the neutral position. The shells fired are also high-explosive instead of the real Phalanx Block 1B's armor-piercing rounds, making it more similar to the Centurion C-RAM.
One of several Anti-tank missile weapons available in the game is the BGM-71 TOW missile launcher. It is available in either tripod or vehicle-mounted configurations, the latter being on the USMC & EU's LAV-25 armored personnel carriers (despite the LAV-25 not having this weapon in real life) and on Humvees used by the US Navy SEALs and British SAS in the Special Forces expansion pack. It can be steered towards the target after launch, and a skilled player can also engage helicopters with it at close range. It should also be noted that the LAV-mounted TOW launchers take longer to reload than the tripod-mounted ones, and also have a limited ammo supply whereas the tripod mounted launchers reload quicker and have infinite ammo.
HJ-8 Red Arrow
Another anti-tank missile launcher available in the game is the HJ-8 Red Arrow missile launcher. Like the TOW, it too comes mounted on tripods or the Chinese WZ551 APC (despite the real WZ551 not being equipped with guided missile weapons) and can also be guided to the target after launch. It also has the same reloading and ammo charactersitics as the TOW mentioned above.
The AT-14 Spriggan appears in the game erroneously mounted on the MEC faction's BTR-90 APC which, like the WZ551 and LAV-25, is devoid of missile armament in real life. It functions identically to the other APC's missiles, but is unique in that it does not have a tripod-mounted version for infantry use.
One of two SAM (Surface to Air Missiles) available in the game is the FIM-92 Stinger, mounted in a twin launcher at American-controlled bases as well as a secondary weapon on M6 Linebacker anti-aircraft vehicles, the M6 having a 4-tube launcher on the side of the turret.
QW-2 Vanguard 2
The QW-2 Vanguard 2 appears in the game as the secondary weaponry on the PGZ-95 anti-aircraft vehicle used by the Chinese PLA faction.
The second SAM seen in the game is the SA-18 Grouse, which is listed as the "SA-18 Igla" in-game, mixing its NATO designation with its Russian name. Like the Stinger, the SA-18 is also mounted in a twin launcher at Chinese and MEC bases but is not mounted on either faction's anti-aircraft vehicles.
M83 Smoke Grenade
The only grenade available to the Assault class in the game is the M83 smoke grenade, though the player only gets one of these, so they must use it wisely. It generates a thick cloud of white smoke when thrown.
M18 Smoke Grenade
When designating areas or objects to attack or destroy, these areas will be marked by M18 smoke grenades emitting orange smoke and areas to be defended identified by purple M18 smoke grenades.
Model 7290 Flashbang Grenade
The Model 7290 flashbang grenade appears being used by the Assault class of all factions in the Special Forces expansion pack as the "Flash-Bang Grenade". When deployed, it will render any enemies in the blast area unable to effectively defend themselves for a limited time, and is particularly effective against enemies using night-vision. It is also an unlockable weapon for the Assault class in the main game.
M67 Hand Grenade
The M67 hand grenade appears as the standard HE-Frag (High-Explosive Fragmentation) grenade across almost all factions and can be used by all classes with the exception of Assault and Anti-Tank, and has the same destructive abilities as the Assault class' rifle-mounted grenade launchers.
M15 Anti-Tank Mine
A secondary weapon of the Engineer class across almost all factions is the M15 anti-tank mine. Though designed to explode when ran over by any vehicle, it's possible for them to be knocked aside without detonating. A single mine is capable of destroying even an M1A2 Abrams tank. The mines in the game also seem to have an ability to distinguish friend from foe, as they will only detonate when an enemy vehicle runs over them, friendly vehicles being able to drive over them unharmed; As with the Claymores below, the M15 anti-tank mines have also been modified in newer versions of the game so as to only be triggered by enemy vehicles. The mines can be deactivated and removed by Engineers using their wrench.
An alternate weapon of the Sniper class is the M18A1 Claymore anti-personnel mine. Unlike the real Claymore which operates via a detonator or tripwires, the in-game Claymore detonates whenever it senses enemy movement in front of the mine. In some earlier patches of the game they were indiscriminate, but this lead to so much accidental teamkilling that the current version removes the ability for friendlies to set off mines. Unfortunately, since there is no way to disable a Claymore without setting it off, this change also changed the Claymore into a one-way portable locked door requiring at least one human soul to unlock.
Trivia: When is a knife a gun?
As it turns out, this is "when it's a Battlefield 2 engine knife." The BF2 engine games include no hitscan weapons; in other words, every weapon works by firing some kind of modelled projectile that moves with a given velocity. This includes the knife; the animation of a knife sweeping has nothing to do with what the weapon actually does; instead, the knife is treated as a gun which fires an invisible, slow-moving projectile at the middle of the screen for the duration of the animation. The projectile is fixed to the middle of the screen and moves as the player turns, which is why sweeping the knife appears to work. Players who use the knife a lot will often place a mark such as a sticky label in the centre of their monitor to act as a crosshair for the projectile.