Jagged Alliance 2
Your lack of effort is duly noted.
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The following guns were used in the video game Jagged Alliance 2 (1999):
Jagged Alliance 2
A generic revolver firing the .38 special round, it's the least powerful handgun in the game, and should be used only as a last resort.
"Barracuda" (Taurus Model 44)
A six rounded revolver, called Barracuda. However, it resembles nothing from this Belgian revolver - it's actually a Taurus Model 44. Ammunition is found in both hollow point and armor piercing varieties.
A decent handgun game wise. The game version differs from the real-life model by using 15 round magazines instead of the 17 round capacity of a real Glock 17.
A select-fire version of the Glock 17 that is wildly inaccurate in burst/full-auto mode. It also has the same magazine quirk as the Glock 17.
Accurately portrayed in game. this 9mm handgun is a decent starting handgun.
Machine Pistol version of the Beretta 92F. If you create a custom mercenary with a marksman skill below 80, this will be your starting weapon.
It is inaccurately portrayed as being fully automatic instead of the real-life three round burst. It shares the Glock 18's almost total inaccuracy in full auto mode.
Desert Eagle Mark I
A staple of computer games everywhere, the Desert Eagle makes an appearance in .357 Magnum.
Colt Officer's ACP
Called the Colt .45 in game, the Colt Officer's ACP appears late in the game.
After finishing a quest, by escorting two American tourists to an airport, John C. will send you an email, and mentions some big guns which he has modified for a bigger punch. A few days later, a crate arrives at the airport containing two of these guns. They fire 7.62x51N ammunition.
Called simply "Automag" in game. the handgun uses 7.62 NATO in game rather than the real-life .30 carbine. This has since been rectified in the v1.13 mod.
If you create a custom mercenary with a marksman skill of 80 or above, this will be your starting weapon. Otherwise you can get one in the child factory in central Drassen.
This is one of the most powerful sub-machine guns which appears in game, it is the gun of choice of the higher tier mercenary "Magic".
A powerful SMG which does good damage, due to its .45 Ammo, but with a higher AP requirement per shot.
The second 5.56mm rifle which appears in game. It is a lot better then the HK5 until the middle of the game, while still being a good choice in the late game for close quarter battles. Effectively a heavy submachinegun, the Commando is capable of mounting rifle accessories on it.
This one will probably be the first 5.56mm weapon you can find. It is a bit weak and most players will probably not want to waste valuable 5.56mm rounds by using this gun. the G-33 cut down to MP-5 size and best used as a sub machinegun due to limited range.
The first 5.45mm weapon you can get, whether it is dropped by an enemy or by recruiting the merc "Scully". This is the most powerful gun in the SMG class. Another rifle caliber SMG, it is outclassed by real assault rifles.
The P90 only can only be found in a secret building, and only with some luck. It can happen that it doesn't appear, other times, if lucky, two P90s appear. Due to its large magazine, better burst abilities, and the ability to use them akimbo, it's widely considered the game's best SMG.
The weakest SMG in the game, mostly dropped by enemies in the early game. Provides weak damage and a high AP cost.
The Type-85 submachinegun is incorrectly shown to use the 7.62 Soviet round instead of the 7.62X25mm Tokarev round. This error was fixed in the extensive fan-made v1.13 mod.
This rifle can be found dropped by an enemy in the first SAM site. It is a good start for a rifle and a must have for all daytime OP teams, because it is the first gun with enough range to permit acceptable battlefield tactics. The SKS is one of the first rifles the player runs across, and can be safely sold when something better comes along.
A bit weaker then the SKS, with less range and lower damage, but counter-balanced with a 30 round magazine. Like the SKS, it still is only semi-auto.
It is a very flexible sniper rifle, boosting a lower AP cost than the M24. The SVD Dragunov fires the 7.62 Soviet round.
The American counterpart to the Dragunov, the Remington M24 has half the ammo capacity of its Soviet counterpart, but has greater range and reliability at the cost of ease to repair.
One of the more powerful weapons, with the highest range for an assault rifle but with NATO rifle AP costs.
Called simply the C-7 in game the C7 is one of the best 5.56mm rifles in game.
The FAMAS G2 is one of the early assault rifles, and the one with the best burst/AP ratio.
One of the better assault rifles which doesn't use valuable 5.56mm ammunition. It often appears during the liberation of the prison in Tixa.
The AKM is one of the mid-class ARs. It shoots 7.62x39WP ammunition which is easy to find in-game.
The M14 is arguably one of the best Assault Rifles in-game; The description lists no flaws. Its high AP-cost and just above average range harms its effectiveness a bit in the later parts of the game (use a barrel extender).
Found in the later parts of the game.
Heckler & Koch G3A3
The H&K G3A3 one of the better Assault Rifles in game.
A 5.56mm version of the G3.
The H&K G11 makes an appearance in the latter part of the game and is noted for its high performance and rarity.
The Remington 870 shotgun is the first Shotgun available in game.
The Franchi SPAS-15 shotgun is the second shotgun available.
A select fire shotgun. Both in-game and in real-life it fires special 12 gauge rounds of unusual power.
Used in game as an over-sized assault rifle. Fed in game from STANAG M16-type magazines. In real life the M249 can be fed from both ammo belt, or STANAG magazines, however the latter solution often proves unreliable due to the magazines' springs being too weak to feed the rounds quickly enough to match the weapon's high cyclic rate.
The RPK-74 is one of the available machineguns.
Heckler & Koch HK21
The most powerful machinegun in the game. The HK21 Machinegun is seen in the magazine fed HK32(7.62x39mm) configuration, despite the fact that in game it feeds from 20 round magazines of 7.62x51mm NATO.
the M79 grenade launcher is one of the first support weapons found in the game.
This is also called the under-slung Grenade launcher. Visually similar to the PI version of the M203 grenade launcher.
The M72 LAW. One shot then worthless. However while it takes a couple of shots to kill a tank, it will blow open almost every door in the game.
Jagged Alliance 2: Unfinished Business (expansion)
Pistol version of the Calico 960A Submachine gun. it has limited range but a high magazine capacity.
Modified EMF Hartford & Shooter
a .357 magnum revolver. It is apparently based on one of several reproductions of old west style revolvers.
Basically the Calico 950 pistol with the addition of a forward pistol grip, a telescoping stock, and the ability to fire bursts.
Effectively a full auto handgun.
Best Sniper rifle in game and very expensive. The local black market arms dealer offers to halve the price for the "Hand Mortar"
Effectively the M24 with four times the ammo capacity. not fun to collect from the enemy.
Bullpup assault rifle with very little unique about it.
Israeli made Bullpup. Can't say much about it.
VAL Silent Sniper Rifle
Otherwise known as the VSS rifle. in game it's a nasty weapon that is great for late night headshots and it's standard ammo is AP.
Another semi-auto version of the Calico 960; this time the range extended to ludicrous levels for a 9mm.
The Hand Mortar
a one of a kind 18th century black powder Grenade launcher. Absolutely worthless as a weapon but it should be used to halve the price of the Barret M82A2.