Battlefield 2, released in 2005, is the sequel to Battlefield Vietnam, the third installment in the overall Battlefield series, and the series' first foray into the modern military setting, 2 years before the setting exploded into mainstream popularity with Call of Duty 4: Modern Warfare. As in earlier titles, Battlefield 2 contains no singleplayer campaign, allowing only singleplayer with bots and multiplayer.
Set in the modern day, Battlefield 2 base game features three factions: the United States Marine Corps (USMC), China, and the fictional army of the Middle Eastern Coalition (MEC). Battlefield 2 received one "expansion pack", Special Forces, and two "booster packs", Euro Force and Armored Fury. Special Forces added several new factions, including Navy SEALs, Special Air Service, MEC Special Forces (listed on this page as "MECSF" to prevent confusion with the Middle Eastern Coalition Special Forces class), Insurgents, Rebels, and Spetsnaz. Euro Force added the European Union (EU) faction, presumably representing some kind of unified EU army.
Released as a PC-only title, Battlefield 2 received a console spin-off for the Xbox and Playstation 2 consoles in later 2005, Battlefield 2: Modern Combat. The first Battlefield title to be released on the consoles, Battlefield 2: Modern Combat is substantially different to Battlefield 2, having a singleplayer campaign involving a war over Kazakhstan between China and NATO, and a quite different weapon selection.
Battlefield 2 was a popular game for modders, with the famous Project Reality mod being derived from the game.
The following weapons are used in the video game Battlefield 2:
Battlefield 2 features seven different classes, each with their own unique weapons and equipment:
- Assault, who uses assault rifles and grenade launchers
- Medic, who also uses assault rifles and have access medkits
- Anti-Tank, who uses submachine guns (and one shotgun unlock option) and anti-tank rocket launchers
- Engineer, who use shotguns (and one SMG unlock option) and have the wrench for vehicle repairs
- Support, who use machine guns and have ammo boxes to supply their teammates
- Special Forces, who use carbines and have access to C4 explosives
- Sniper, who use sniper rifles
Basic weapons are faction-locked, with each class getting one default primary weapon option based on what their faction is. However, each class can also unlock two alternate primaries (at "tier one" and "tier two") which they can switch out their faction-determined primary weapon with, though the default primary weapons of SAS and EU classes tend to overlap with the unlocked primaries. While weapons may be first released in extra content packs, purchasing the extra content packs is not required for unlocking the alternate primaries.
Weapons do not track chambered +1 rounds in Battlefield 2, and there are no different reloads to account for chambered rounds. Reloads are done by magazines, with the previous magazine completely dumped upon reloading.
Handguns are standard secondaries to all classes. The Special Forces and Sniper classes of every faction uses a silenced version of the standard faction pistol.
All handguns share the same animations based around different models. The player characters show a spectacular lack of handgun training with pistols, using the very amateur, very inaccurate "teacup grip", and having no trigger discipline during reloads.
A more technical error is that the pistols' hammers are not animated and always shown in the uncocked position, with only the MP-444 Bagira having the hammer instantly move to the cocked position then return upon firing. In reality, only the Beretta M9 has a Double Action Only variant.
The pistols' idle animation shows them being flipped around the index finger backwards once then forwards once.
The Beretta M9 is the main sidearm for the USMC, EU, Navy SEALs, and SAS factions. The SAS should be using a Browning Hi-Power (L9A1) or SIG-Sauer P226 (L105A1) as their main handgun. It is listed in-game as the "92FS", instead of the military "M9" designation. Perhaps most bafflingly, the unpatched the Beretta is one of the most accurate weapons in the game.
The MP-444 Bagira pistol is the main sidearm for the MEC, Spetsnaz, Rebels, and Insurgents factions. It is referred to inaccurately as the MR-444 instead of the accurate MP-444 designation, likely due to the misconception that the "MP" in MP-444 is Cyrillic instead of Latin. 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.
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 the Chinese faction. For unknown reasons, the in-game QSZ-92 appears with a red hammer and slide release.
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 similar to 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.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3, fitted with a Navy trigger group, is the main weapon of the USMC, US Navy SEALs, and SAS Anti-Tank classes. 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 SAS Engineer class and the second weapon unlock for the Engineer class of other factions. 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.
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, Spetsnaz, Rebels, and Insurgents Anti-Tank classes. 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).
The idle animation shows the character ejecting the magazine, throwing it up in the air, catching it, and then loading it back into the weapon. The idle animation is canceled by moving or firing the weapon, causing the magazine to instantly return to the gun. Battlefield 2 is one of the few games where the reload animation acknowledges (at least vaguely) the existence of the AK-type magazine release; most games, including later Battlefield games, tend to just yank the magazine straight off the gun.
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.
Benelli M4 Super 90
The Benelli M4 Super 90 semi-automatic shotgun appears in the game, only used by the EU Engineer class. It has high damage, low range, average accuracy and 6-round capacity. Its performance is somewhat similar to that of the Saiga-12.
The Norinco 982 shotgun, a Chinese clone of the Remington 870 shotgun, is the main weapon of the Chinese Engineer, referred to in-game as the "NOR982".
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 and US Navy SEALs Engineers. It 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 is the main weapon of the MEC, Russian Spetsnaz, Rebels, and Insurgents Engineers. It is fitted with a side-folding stock, and referred to in-game as the "S12K". While it is relatively weaker than the pump-action shotguns used by the China and USMC, it 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.
Sentinel Arms Striker-12
Called the "DAO-12" shotgun in game, the Sentinel Arms Striker-12 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.
The in-game model features the Striker-12's unique thumb tab right of the trigger guard that advances the drum when reloading, but it is completely unused in the reload animation. Instead, the player character loads the number of rounds fired (never advancing the drum between the rounds), then twists the winding key twice to finish the reload.
The weapon automatically ejects its fired shells, even though the Striker-12 lacks the automatic ejection capabilities (and the shell deflector) of the Armsel Protecta or the Penn Arms Striker-12, instead requiring the use of an ejector rod to manually eject.
Assault Rifles/Battle Rifles
The AK-101 is the main weapon of the MEC, Russian Spetsnaz, Rebels, and Insurgents factions' Assault and Medic classes. The AK-101 comes with two magazines taped together "jungle style", and the Assault class' AK-101 also has a GP-30 grenade launcher equipped. It combines the accuracy of the USMC's M16A2 and the full auto hitting power of the PLA's AK-47.
The reload animation always shows the player character flipping the jungle-taped magazines and loading the alternate magazine, even if one was logically already emptied. The game also still follows the same reload logic of completely deleting the contents of the original magazine, despite the animation.
The AK-101 is not a standard weapon for any conventional army in real life, and is too uncommon for unconventional militaries like Rebels and Insurgents to use.
The AK-47 is the main weapon of the Chinese Assault and Medic classes, and is also used by the MECSF Medic class. The Assault class' AK-47 is fitted with a GP-25 grenade launcher as described below.
The AK-47 is anachronistic for the Chinese PLA in reality, as the standard issue weapon for modern Chinese forces is currently the Norinco QBZ-95, having phased out the older Chinese AK-47 analogues, the Type 56 and the Type 81.
The AKS-74U is the main weapon of the MEC, Spetsnaz, Rebels, and Insurgents' Special Forces classes. Its stats are mostly identical to the USMC counterpart, the M4A1. 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 default assault rifle of the EU Medic 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. The FAMAS F1 is equipped with a scope.
The FN F2000 is the default option of the British SAS Assault class and 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 first generation battle rifle version of the FN SCAR, the FN SCAR-H is exclusively used by the US Navy SEALs' Assault class. 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.
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 first generation FN SCAR-L is the main weapon for the US Navy SEALs Special Forces class, and is the also second weapon unlock for the Special Forces class. The FN SCAR-L in the game is fitted with an M68 Aimpoint scope and a Grippod foregrip.
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 Special Forces 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. Interestingly, the in-game underbarrel rail is full-length, covering the entire bottom of the forearm instead of just the front.
Heckler & Koch G36KV
Another G36 variant in the game is the Heckler & Koch G36KV, the export version of the G36K carbine, referred to as the "G36K" in-game. The weapon is exclusively used by the SAS Special Forces class. It is capable of fully automatic fire and (incorrect) 3-round burst. It has a rail top instead of the standard ZF 3x4° dual sight system on normal G36K's, and also has a strip of underbarrel rails.
Heckler & Koch G36KV (as "G36E")
The same Heckler & Koch G36KV model with with an extended barrel and foregrip appears as the "G36E", which refers to an export variant of the original full-length G36. It is the British SAS Medic class' main weapon and the second weapon unlock for the Medic class.
Heckler & Koch G36KV (as "MG36")
The same Heckler & Koch G36KV model modified with a long barrel, bipod (replacing the underbarrel rails), and using Beta-C drums appears as the "MG36", which refers to a rare LMG variant of the G36. It is the main weapon for the British SAS Support class and 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 Special Forces class as the "HK53A3". 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.
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 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.
The M16A2 rifle is the main weapon for the USMC Assault and Medic classes and the US Navy SEALs' Medic class. 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 Special Forces 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 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.
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.
The Norinco QBZ-95B is the main weapon for the Chinese Special Forces 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. The charging handle does not reciprocate, even though the real weapon's does.
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. Incidentally, the magazine inspect motion became something of a staple for the Project Reality series of BF2 mods, with the reload animation of every single weapon involving a magazine inspect animation, a trait that carried all the way to Project Reality's spiritual successor, Squad.
Accuracy International Arctic Warfare
The Accuracy International Arctic Warfare is used as the main weapon by the EU Sniper, with strips of camouflage cloth material on the barrel. It is the second weapon unlock for the other factions' Sniper classes. 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, British SAS, and US Navy SEALs' Sniper classes. It is listed as the "M24" in-game, and is equipped with a Harris bipod and custom camoflage. 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, Russian Spetsnaz, Rebels and Insurgents factions' Sniper classes. One of the weaker of the sniper rifles in the game, its semi automatic option compensates against other bolt action weapons. It is also fitted with synthetic handguards, but retains a wooden stock.
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 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.
RPK-74 Light Machine Gun
The RPK-74 is the main weapon for the MEC, Russian Spetsnaz, Rebels, and Insurgents factions' Support class. 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 and US Navy SEALs Support class. 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 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.
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 weapon for the modern battlefield, and rather anachronistic at that; of the (real) factions that currently appear in-game, only the British Army had ever used the weapon, who had since replaced it with the ARWEN 37. For the rest of the factions, the role of the riot gun is often served by standard grenade launchers (like underbarrel grenade launchers) with riot control rounds.
FN GL-1 Grenade Launcher
The FN GL-1 grenade launcher appears in the game as the "EGLM", mounted on the FN F2000.
The GP-25 grenade launcher is mounted on the Chinese Assault class' AK-47.
The GP-30 grenade launcher is mounted on the MEC, Spetsnaz, Rebel, and Insurgent Assault classes' AK-101.
L123A2 Grenade Launcher
The L123A2 grenade launcher is 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.
M203 Grenade Launcher
The M203 grenade launcher is mounted on the USMC Assault class' M16A2. A direct hit can destroy a Fast Attack Vehicle in one shot and a truck in two shots.
The ERYX is the man-portable missile launcher for the MEC, Russian Spetsnaz, and Chinese Anti-Tank classes. Russia and China do not use it in real-life; more appropriate choices would be the AT-13 Saxhorn-2 for the Russians, and the Hongjian-8 for the Chinese respectively. The MEC, being a group of Middle Eastern nations, might conceivably use it if the group includes Turkey (which produces ERYX under license), but would be more likely to use the AT-13 Saxhorn-2, BGM-71 TOW, or the latter's Iranian clone, Toophan.
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 USMC, US Navy SEALs, British SAS, and EU Anti-Tank classes. The British Army tested the Kestrel derivative of the SRAW in 2000 before adopting the MBT LAW in 2002 instead. 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.
The RPG-7, fitted with a PGO-7 scope, appears as the main rocket launcher for the Rebel and Insurgent factions. Despite being a Russian launcher, the Spetsnaz do not use it. 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.
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.
PKT Machine Gun
The T-90 tank used by the MEC and the Russian Spetsnaz 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.
The RPK-74, aside from being carried by infantry, can also 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 M249 SAW can be found as a stationary turret on some maps. 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.
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 Spetsnaz 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 Spetsnaz 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.