This page is for the 2010 video game. For the first game in the franchise, see Medal of Honor (1999).
Medal of Honor is a video game developed by Danger Close (single player), DICE (multiplayer), and published by Electronic Arts for the PC, PS3 and Xbox 360 platforms. The game's storyline is set in the year 2002 during the first stages of the ongoing War in Afghanistan, where the player controls various characters of the U.S. Military's special operations units, called "Tier 1 Operators". The characters included are Chief Petty Officer "Rabbit" of AFO Neptune, assigned to DEVGRU, Specialist Dante Adams, assigned to the 1st Battalion, 75th Ranger Regiment, "Deuce" of AFO Wolfpack, assigned to the 1st Special Forces Operational Detachment-Delta, and Captain Brad "Hawk" Hawkins, an Army AH-64 Apache gunner callsign "Gunfighter 06", assigned to the 1st Attack Reconnaissance Battalion, 1st Aviation Regiment.
The following weapons appear in the video game Medal of Honor:
During the single-player campaign, the player's character is allowed to carry two primary weapons and a pistol. Pistols are tertiary weapons, which cannot be swapped away, but have unlimited ammunition.
The single player part of the game correctly tracks the +1 round in the chamber and the fire-mode selector switch can be used on most of the weapons (the only exceptions are the Kalashnikov variants).
The multiplayer part of the game uses a class system similar to that used in DICE's Battlefield series of video games. The player is allowed to choose between three classes, and rank each up separately. Riflemen use assault rifles with grenade launchers, machine guns and smoke grenades for cover. The Special Ops class features shotguns, carbines and rocket launchers as special weapons. Snipers can choose between battle rifles and sniper rifles.
Regardless of faction, each weapon can be equipped with three different attachments at the same time. Various sights, muzzle attachments or special ammunition can be chosen to tweak the guns to meet the operator's needs.
In MP, the +1 round in the chambers is not present, and the player's character does not chamber a new round on most of the weapons when both the magazine and chamber are empty, only simply swaps the magazines. The same "feature" can be seen in DICE's previous game; Battlefield: Bad Company 2.
The SIG-Sauer P226R is Rabbit's signature pistol. Its 9mm rounds are fed from Mec-Gar's 18-round flush fit magazines, giving it an 18+1 maximum capacity.
Tier 1 Operator Rabbit holds his P226R.
A suppressed P226R in idle. Note the infinity symbol on the HUD.
The P226R's Tritium illuminated iron sights.
Rabbit reloads his P226R. "P226" can be seen on the grip.
When a pistol runs empty, the characters always pull the slide to release it, instead of using the slide release lever; this procedure, while non-standard, is advocated by a number of respected firearms trainers. This applies to every pistol in the single-player part of the game.
A Glock 17 with a tan frame is Deuce's signature sidearm, possessing a 15+1 magazine capacity. While modeled after the Glock 17, the magazine capacity is that of a Glock 19, a weapon commonly carried by AFO personnel.
Glock 17 (3rd Generation) - 9x19mm
Deuce holds a suppressed Glock 17 during the first Delta Force mission, Running With the Wolves
The Glock 17's iron sights. You can just barely make out the front sight as it's practically obscured by the suppressor.
Deuce reloads his Glock 17.
The slide of the suppressed Glock locks empty. The Glock logo, "17", "AUSTRIA" and "9x19" can be read on the slide.
In the single player campaign the Beretta M9 is Spc. Dante Adams' signature sidearm, where it has the correct 15+1 magazine capacity. The firing sound of the M9 in-game is the same as the Medal of Honor: Airborne's M1911A1.
Spc. Dante Adams holds his M9 during the level Belly of the Beast
Iron-sights of the Beretta.
Spc. Dante Adams reloads the M9.
Spc. Dante's Beretta locks empty. Note that although the hammer is always back, the trigger is in uncocked position.
The Beretta M9 is the standard Coalition sidearm in the multiplayer. It has the same (incorrect) 12-round magazine capacity as seen in Battlefield: Bad Company 2 and the hammer is never cocked, unlike in single-player.
The M9 during the Unlock Tree. This cap is from the early version of the game. There is no "Better Sidearm" unlock in the final version of the MP.
Good view of the iron sights.
M9 being reloaded. Notice how there are no bullets in the new magazine, and the lack of feed lips on the magazine itself.
Izhmekh MP-443 "Grach"
The MP-443 "Grach" is the standard Taliban sidearm. Like the M9 in multiplayer, it has an incorrect 12-round magazine capacity as the real one holds 17 bullets. Appears as the "Tariq", which is in reality, an Iraqi clone of the Beretta M1951. The MP-443 Grach's appearance is rather anachronistic because the weapon started production in 2003.
Izhmekh MP-443 "Grach" - 9x19mm
The player's character holds an MP-443 during an MP match.
Misaligned iron sights of the MP-443.
Reloading the MP-443 "Grach" during a multiplayer match. As with the Beretta in MP, the Grach's slide does not lock back when the pistol runs dry.
Heckler & Koch MP7A1
The H&K MP7A1 is used by Delta Force members Deuce, Dusty, Panther and Vegas during the Wolfpack missions. It's fitted with an EOTech 552 holographic sight, 40-round magazine and suppressor during the level Running With Wolves..., and appears without suppressor in Friends from Afar.
Tier 1 Operator Panther with his MP7A1.
The MP7A1 with suppressor as seen in Running With Wolves...
The unsuppressed MP7A1 during Friends from Afar
Reloading the MP7A1. Note the absence of the side rails.
Deuce pulls the charging handle of his SMG.
Deuce's MP7A1 on the ground. The A1 version of the MP7 is anachronistic, as it was not introduced until 2003, and the game takes place in 2002. The older MP7 was only available at that time.
The MP7A1 is an unlockable weapon for Spec Ops troopers regardless of their faction. Seen with the stock extended and foregrip down, but oddly uses the pistol sights when no optic is attached. Its attachments are an EOTech or ACOG regardless of the player's faction. Available to those who have pre-ordered the game.
Reloading the MP7A1 with suppressor and ACOG in the "Limited Edition" trailer. This is one of the few weapons which has the selector on the correct position.
Aiming down the ACOG of the MP7A1 in the "Limited Edition" trailer.
MP7A1 with ACOG, stock barrel, and extra magazines on the after-death report.
The P90TR (Triple Rail) appears only in the multiplayer part of the game, available as another alternate unlockable weapon to the Spec Ops class, regardless of faction. The P90TR is a devastating weapon with high cycling rate and magazine capacity. This weapon has no Veteran version. Referred to as "P90 PDW".
FN P90TR during weapon customization.
FN P90TR with laser sight and "Mini Reflex Sight". This is the default sight available for the player.
The player's character sprints with a P90TR modified with a holographic sight and sound suppressor. Both Coalition and OpFor forces use the holo-sight and ACOG for this weapon.
The P90TR with sound suppressor and ACOG.
Removing the old magazine.
Inserting a fresh magazine. The high magazine capacity is balanced with a relatively slow reload.
Assault Rifles & Battle Rifles
Colt M4A1 Carbine
M4A1 with RIS foregrip and M68 Aimpoint red dot scope - 5.56x45mm NATO
The M4A1 Carbine is the main weapon for the Tier 1 Operators and the Army Rangers in the game. The weapons appear to be fitted with EOTech 552 holographic sights, AN/PEQ-2 laser designators, KAC QDSS-NT4 suppressors, RIS foregrips, and SureFire Universal WeaponLights. During the last two missions ACOGs are used instead of the holographic Sights. Appears as "M4" but fires in full-auto and semi-auto, like the M4A1. It is worth noting that when the player switches fire modes, the player character visibly switches the fire selector to the correct position.
An M4A1 being wielded by a U.S. Ranger on an early-release footage.
A Tier 1 operator with an M4A1 on an early-release footage.
U.S. Army Rangers and Air Force ETAC with their M4A1s. Also note the two Rangers in the foreground wearing partially-anachronistic UCP-patterned pants. Though undergoing development at the time, the Universal Camouflage Pattern didn't see use in the field until 2003, the year after the events of the game, and thus the Rangers should be wearing the same DCUs as their ETAC.
An early-release footage of the M4A1 used by Tier 1 Operators, fitted with various attachments.
The final released version of the M4A1, used by Rabbit and his fellow mates.
Some nice detail of Army Ranger SGT James Patterson's M4A1.
Rabbit with his M4A1 in idle.
Same as above, only looking through the EOTech 552 holographic sight.
Rabbit reloads his M4A1 Carbine.
In multiplayer, the M4A1 is the standard weapon for the Coalition Special Ops class. It is fitted with a non-removable fore-grip. The carry handle can be changed to a holographic sight or ACOG. The "stock barrel" can be fitted with either a laser sight or sound suppressor. It can also fire open-tip ammunition, which have increased damage.
A screenshot from an early version of the game where the M4A1 appeared as "M4". The developers later realized that the M4 designation refers to a 3-round burst carbine, while the M4A1 is the fully automatic variant.
Veteran M4A1 rifle with carrying handle still attached.
The player holds an M4A1 Carbine fitted with ACOG and sound suppressor.
A Veteran M4A1 with EOTech holographic sight and LAM. The Veteran version is dirtier and more used than the standard one, and has a slight performance differences.
Reloading the Veteran M4A1 Carbine in a Sector Control match. Note the Magpul Ranger Plate on the magazine.
Mk 18 Mod 0
The second of two M4 variants featured in single-player is the Mk 18 Mod 0 carbine with RIS and foregrip. It is only seen used by AFO Neptune in the first level. Appears as "M4 CQB-R" in the game. Rabbit uses an Aimpoint CompM2 with cantilever mount and killFLASH cover while the other members of AFO Neptune use EOTech 552s on their Mk 18s.
Mk 18 Mod 0 with RIS handguard - 5.56x45mm NATO
Rabbit holds his Mk 18 Mod 0. Some discoloration due to image being taken in front a vehicle's headlamps.
Tier 1 Operative Mother with his Mk 18 Mod 0, fitted with an EOTech 552 Holographic sight, AN/PEQ-2 laser designator, and PentagonLight MS3R-X-SR WeaponLight.
View through the precision sight as Rabbit scores a headshot. Headshots play significant roles in the "Tier 1" mode of the game, where the player battles against the clock. Scoring headshots or achieving multi-kills increases the available time. The mesh seen through the sight is from the killFLASH.
Rabbit reloads his Mk 18 Mod 0 after clearing a courtyard full of Chechen and AQ fighters.
World-model of the Mk 18 Mod 0.
And the other side of the rifle. As the text on the HUD shows, it is impossible to swap away the pistols in the game.
Colt Sporter Competition
As in some games of the Battlefield series, the "M16A4" is actually modeled after the civilian Colt Sporter Competition, given the two-position selector switch and the lack of a bayonet lug. It is the standard weapon for Coalition Riflemen in multiplayer. It is always fitted with an M203 grenade launcher, and fires in fully-automatic mode, which is incorrect even for an M16A4. The weapon in the time of the game (2002) is inaccurate, as the M16A4 entered service in 2004.
Colt Sporter Competition with magazine removed - 5.56x45mm NATO
M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and ACOG scope - 5.56x45mm NATO. This is the U.S.M.C. style setup.
The "M16A4" during weapon customization.
The weapon without any selected attachments.
View through the iron sights.
The rifle modified with EOTech holographic Sight and suppressor.
"Veteran M16A4" with ACOG. The Veteran version does not have rail covers at all, and offers slightly better range and damage, but worse accuracy.
Reloading the "Veteran M16A4".
The good-looking but completely unnecessary slap of the freshly inserted magazine after a reload.
AKM and variants
The AKM appears both in single-player and multiplayer modes, and is incorrectly called "AK-47" in both. The slant muzzle brakes are removed and they lack the strengthening ribs on the receiver cover.
AKM with slant muzzle brake - 7.62x39mm
Hungarian FÉG AKM-63 - 7.62x39mm
East German MPi-KMS-72 with sling and side-folding stock - 7.62x39mm
The AKMs in single player can be composed of parts from other AKs used by former Eastern Bloc countries, including East Germany. The handguard, stock, and even the magazine's material can vary from weapon to weapon. Strangely, the selector does not work for these rifles.
In Rabbit's hands is an AK with a green synthetic hand-guard and East German-style side-folding stock. On the ground is a fixed stock AK with the AKM-63's foregrip.
Iron-sight view of an AK in single-player.
A dropped AK with Pa. MD 86 foregrip and an AKS-74-style side-folder stock.
Rabbit holds an AKM with an AKM-63-style foregrip.
SPC. Adams with an AKM that has a Pa. MD 86 style foregrip.
In multiplayer the AKM is the standard weapon of the Taliban Riflemen. It is always fitted with a GP-25 grenade launcher. Can be customized with a red dot sight, combat scope, open-tip ammunition, suppressor and laser sight.
The Veteran AKM with GP-25 grenade launcher during weapon selection, note the stamped receiver.
Veteran AKM in first person.
Firing the Veteran AKM in multiplayer.
AKM - iron-sight view. Note the misaligned sight position. In reality, the weapon would shoot higher than your intended point of aim.
Reloading the Veteran AKM.
The AKMSU appears in the single-player campaign where it is erroneously called the "AKS-74U". Along with the various AKMs, this is the only weapon to lack a functional selector switch.
An AKMSU on the ground, on the HUD and in Spc. Adams' hands during the last mission.
Spc. Dante Adams reloads the AKMSU during the last mission of the game.
Spc. Dante Adams chambers a round.
The AKS-74U with the the foregrip of a PA md. 86 is the standard weapon for the Taliban Special Ops class. Can be modified with Kobra red dot sight, suppressor, combat scope, AN/PEQ-2 laser designator (which is zip-tied to the front handguard) and open-tip ammunition.
Veteran AKS-74U during weapon customization.
Veteran AKS-74U with sound suppressor.
Firing a suppressed AKS-74U while aiming down the ubiquitous iron sights of the carbine.
AKS-74U with a Kobra reflex sight in first-person view.
The AKS-74U being reloaded. Note that it has a milled receiver, a common mistake made by DICE over and over again in the Battlefield
series of video games.
AKS-74U with a PK-AV Scope.
FN F2000 Tactical
The F2000 Tactical is an alternate unlockable weapon for the Rifleman class. Can be modified with a holographic sight (regardless of faction), ACOG, suppressor, and open-tip ammo. It is always equipped with an FN GL-1 grenade launcher, which comes with three 40mm grenades.
FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO
Firing a stock F2000 Tactical during a multiplayer match.
An F2000 Tactical equipped with an ACOG.
FN F2000 Tactical with sound suppressor and EOTech Holographic sight.
Reloading the F2000 Tactical. Note FN logo. Also note empty magazine being inserted.
View through the iron sights of the rifle.
Heckler & Koch G3A3
H&K G3A3 - 7.62x51mm NATO
The Heckler & Koch G3A3 can be seen in hands of Taliban and Chechen fighters in the single player campaign. Since Afghanistan shares a huge territorial borderline with Pakistan, it makes perfect sense some Pakistani Army G3's to have fallen to Taliban hands. It appears with an incorrect 30+1 capacity, despite it being modeled with a 20-round magazine. An actual 30-round box mag for G3-type rifles (yes, these exist) is noticeably longer than the standard capacity 20-rounders.
A discarded G3A3 on the ground. Interestingly, the receiver markings say "HK 91", which is the semi-automatic version of the G3. On the other side it says "Kal. .308", a marking usually used on civilian models imported to America. These facts imply that this version was modeled off a civilian G3.
Delta Force Operator Deuce with a G3A3 during the mission Friends from Afar
Deuce pulls back the bolt of his G3A3 when it runs empty.
Spc. Dante Adams does a gentle HK-slap on his G3A3 inside the AQ camp during the last mission of the game.
The G3A3 is an unlockable weapon in multiplayer for the Sniper class. It is unlocked at Level 9. Can be modified with a holographic sight, sniper scope, suppressor or open-tip ammunition. In MP, the capacity is correctly 20 rounds, but the rifle fires only in semi-automatic mode.
The G3A3 during weapon customization. Note the magazine release paddle.
The G3A3 with EOTech holographic sight. As with the other shared weapon, this is the only sight attachment for the G3A3.
A G3A3 with sound suppressor and holographic sight.
View through the G3A3's scope.
Reloading animation of the G3A3 rifle. The missing magazine release paddle can be seen on the image. Technically, that would make the rifle a HK91A2, however those were not available with S-E-F trigger groups. It is certain that a HK91A2 was used for modeling, as the receiver marking says "HK 91", as on the single-player G3A3. It is safe to say that this rifle is a borderline hybrid. Finally, but not lastly, the selector is set to safe.
A rare sight in the multiplayer part of Medal of Honor: a bolt handle is being pulled by the operator. This is the only weapon where a round is chambered after a (actually every
World-model of the G3A3, with magazine release paddle just to confuse things even more. Usually in video games, the first-person model of a gun has the higher details, but not in MoH's MP.
Mk 14 Mod 0 Enhanced Battle Rifle
The Mk 14 Mod 0 EBR fitted with ACOG is used by Rabbit of AFO Neptune in the game. Capable of semi-auto and full-auto fire modes, with full auto being extremely effective in certain points. Holds 20+1 rounds, and incorrectly appears as "M14 EBR" in the game.
Mk 14 Mod 0 EBR - 7.62x51 NATO
An Army Ranger with Mk 14 Mod 0 EBR siting next to Cpl. Hernandez. This screencap is from the Leave A Message
trailer. In the final game, the Ranger seated next to Hernandez is instead armed with an M4A1 and not wearing sunglasses.
An Army Ranger with his Mk 14 Mod 0 EBR, taking cover after a CH-47 Chinook helicopter was hit by RPG rocket. This is early-release footage.
A Mk 14 Mod 0 EBR in Rabbit's hands. Also in view is "Preacher" with his M4A1 Carbine.
Rabbit reloads the Mk 14 Mod 0 EBR during the level Compromised
Looking down the EBR's ACOG.
Rabbit prepares to pull the charging handle of his Mk 14 Mod 0 EBR.
FN M249 SAW
The FN M249 SAW appears in single-player and multiplayer game modes and is fitted with the heat-shield of an Mk 46 Mod 0 in both.
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
The FN M249 SAW is used during the level Belly of the Beast by Specialist Dante Adams. In single-player, it is always used with a 200-round box magazine. Note that it is seen with an EOTech holographic sight in trailers and promotional screenshots, but appears in the game with the M145 MG optic.
FN M249 as seen in the first gameplay trailer. Note the magazine well visible beneath the ammo belt for feeding from M16-type box magazines, a key difference distinguishing it from the similar Mark 46.
M249 with M145 Machine Gun Optic.
View through the M145 MG scope.
Sgt. Dante Adams pulls the charging handle of his M249.
In MP it has 100-round capacity and appears simply as "M249". It is the alternate unlockable weapon for the Coalition Rifleman class, and later for the OpFor. Can be fitted with a holographic sight, ACOG, open-tip ammo, or a custom muzzle brake.
M249 SAW as seen in the weapon customization. Note that on this image the feeder location and ejection port are swapped for an unknown reason.
The stock M249 SAW in multiplayer.
The Veteran M249 SAW in the game.
M249 modified with ACOG and custom muzzle brake.
FN M240B - 7.62x51mm NATO
The M240 can be seen mounted on U.S. Chinook helicopters.
The M240B in the single-player campaign.
M240B mounted on a Chinook. Note that it has both a spade grip and a pistol grip.
Rabbit mans the M240B during the end of the mission Compromised
In multiplayer, this is the Coalition's equivalent of the RPK, but like the RPK, this weapon is only acquired through digital pre-orders of the PC version. Its custom version features a camouflage finish.
M240 in the MP. It has been fitted with an extra-large bracket to its side to mount a 100-round ammo belt box.
The player reloading his M240.
An unusable M240 seen in multiplayer.
The PKM can be seen mounted on a technical and also appears as a portable machine gun. It is useable during the Bagram Airfield level.
Rabbit with a PKM during the second mission, Breaking Bagram
Rabbit reloads his PKM on the way to the occupied Airfield.
In multiplayer the PKM is the unlockable machine gun for the Taliban Rifleman class. Can be modified with muzzle brake, reflex scope, combat sight and open-tip ammunition.
FPS view of factory-stock PKM.
Veteran PKM with Kobra reflex sight.
The RPK is an alternate unlockable machine gun for Taliban riflemen, but this weapon is only acquired through digital pre-orders of the PC version. Holds 100 rounds, but is modeled with a 75-round drum mag. This weapon's second version is called "RPK (C)" (C for Custom) instead of "Veteran".
RPK light machine gun with 75-round drum magazine - 7.62x39mm
An RPK on the after-death report.
The RPK (C) which has the same stats as the normal version, but has a custom finish.
U.S. Ordnance M60E4 (MK43 Mod 1)
M60E4 MK43 Mod 1 with picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm
The M60E4 MK43 Mod 1 is the weapon of choice for Tier One Operator Voodoo. In Compromised, he dislocates his shoulder after a fall, and trades the M60E4 for Rabbit's M4A1 to continue fighting. That is the only time that the M60E4 is usable in the single-player campaign.
Tier One Operator Voodoo with his M60E4 during the mission Dorothy's a Bitch
The M60E4 in Rabbit's hands as he and the team fight their way to an LZ.
Iron sights of the M60E4.
Halfway through reloading the M60E4.
Rabbit closes the top cover after inserting the fresh ammo belt.
In multiplayer, the M60 is only available to users of the Limited Edition of the game.
M60E3 fired by a Tier 1 Operator in the "Limited Edition" trailer.
M60 with holographic sight attachment.
M60 Icon with icons for red dot sight, stock barrel, and open-tip ammunition.
All sniper rifles in the multiplayer portion come equipped with that faction's reflex optic by default, with mild zoom combat sights and hi-power scopes available as class-specific unlocks.
M21 Sniper Weapon System
The M21 SWS is the standard weapon for Coalition Snipers. The modeled 20-round magazine is restricted to 10 rounds to balance it out with the NDM-86.
M21 Designated Marksman Rifle - 7.62x51mm NATO
The M21 SWS during weapon customization.
M21 SWS with EOTech Holographic sight.
The .308 Winchester variant of the NDM-86 appears as "SVD Battle Rifle". It is the standard weapon for Taliban Snipers.
Norinco NDM-86 - .308 Winchester
NDM-86 during weapon customization. Even though the rifle shows up with a scope, the reflex sight is the default sight attachment for it.
Norinco NDM-86 with PK-AV combat sight.
Norinco NDM-86 with Kobra reflex sight.
The player's character pulls out the magazine.
Then inserts a new one. Note that the magazine is straight.
A genuine SVD Dragunov appears in the single-player campaign, with its trademark PSO-1 scope. Has a 10+1 round capacity, and grants one shot kills, although its appearance in the game is very limited.
SVD Dragunov sniper rifle - 7.62x54mm R
Rabbit holds a Dragunov, while another one is sitting on a crate. Medal of Honor
is one of the few games where the player is allowed to swap weapons, even for a similar one.
Rabbit chambers a round after reloading his SVD.
View through the SVD's PSO-1 optic.
The Remington M24 SWS is available as an unlockable bolt-action sniper rifle for Coalition snipers. It can be modified with a High-Power Scope, Rangefinder, or open-tip ammunition. The in-game version has a 5-round detachable box magazine, and a stock shaped similarly to an M24A2.
M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO
The M24 Sniper Weapon System during weapon customization. Note that for some reason, the image of the rifle is mirrored.
The M24 Sniper Weapon System with default telescope.
The M24 Sniper Weapon System with High-Power scope.
Operating the bolt of the rifle.
Reloading the M24 SWS. Note the pulled back bolt, despite four rounds still being in the rifle. The bolt is always pulled back before swapping the magazines and pushed forward to "finish" the reload. That would eject the round from the chamber in real life, but not in this game.
View through the default scope of the M24.
View through the HP scope of the rifle.
The SV-98 is available as an unlockable weapon for Taliban Snipers. Its 10-round magazine is pinned to hold just 5 rounds to balance it with the M24A3.
Izhmash SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR
The SV-98 during weapon customization. Note how the magazine is a little bit longer than in real life.
The stock SV-98 in the game.
Izhmash SV-98 with High-Power scope.
Reloading animation of the rifle. As with the M24A3, the bolt was pulled back before swapping the magazines, even though there were 3 unfired rounds in the discarded magazine.
The Taliban sniper operates the bolt of his SV-98.
Third-person model of a Veteran SV-98 with rangefinder and HP scope.
View through the interestingly looking, but completely useless reticle of the SV-98 as the player's character scores +5 assist points for hurting an enemy with his noob tube
in his previous spawn.
Reticle of the High-Power telescope. The fighter in the view has an AKM on his back, and is holding a Veteran AKM with Kobra red dot sight. It is impossible to carry two primary weapons in the MP; the Kalash on his back is part of the character model - regardless of the carried gun.
The Barrett M107 is used by Deuce in both Wolfpack missions. The Barrett is fitted with an AN/PAS-13B Weapon Thermal Sight instead of a regular scope. The M107 has unlimited ammunition, but must be reloaded after every 10 shots. Although the rifle's designation is never mentioned or shown, at one point the "Eliminate Enemies with M82" objective appears, incorrectly identifying the weapon.
Barrett M107 long range sniper rifle - .50 BMG
Deuce prepares his non-suppressed M107 during the second Delta Force mission, Friends from Afar
As Deuce rides his ATV, the thermal sight and sound suppressor of the M107 is visible.
The suppressed "Barrett" as the Tier 1 Operators call it on Deuce's ATV. Note that the modal has no holes in the lower part of the butt-stock, and that it is equipped with a flip-up rear sight, but the front one is absent.
Scope of the Barrett with thermal view turned off.
View through the thermal sight of the M107. It is possible to toggle between the Black Hot and White Hot view modes. And unlike the SR-25 and SVD, the M107 has a moderate sway when using the scope.
Knight's Armament Company SR-25 Enhanced Match Rifle
The KAC SR-25 Enhanced Match Rifle erroneously appears as "M110" in the game. Both are anachronistic because the game takes place in 2002, while the M110 SASS was produced from 2008 onward and the SR-25 EMR even later. The SR-25 with tan paint scheme is used by both Dusty and Deuce in both Wolfpack missions.
Knight's Armament SR-25 Enhanced Match Rifle, a later variant of the SR-25 fitted with a URX II railed handguard as seen on the M110 SASS - 7.62x51mm
Dusty fires his SR-25 EMR when he and Deuce are ambushed by Chechen fighters.
The SR-25 EMR in the game during the Friends from Afar
Deuce reloads the SR-25 EMR.
When reloading from empty, the player's character pulls the charging handle instead of using the bolt catch release button. While pressing the bolt catch would be quicker, this method is by no means incorrect.
A sound suppressed SR-25 EMR on Dusty's back.
View of the reticle of the scope on the SR-25 EMR. As with the Dragunov, there is absolutely no sway when using it.
The Remington 870 appears in two different forms in the game.
Remington 870 New Police tactical Model with Magpul CTR telescoping stock - 12 gauge
The 870 featured in the Single-player portion is a customized MCS variant with a shorter barrel and shorter 5-round magazine tube (giving it 5+1 capacity), as well as an EOTech sight, a railed foregrp with rail covers and a breech-guard, and a Crane M4-type stock. Rabbit seems to be adept at using this to the point he can cycle through the ammo at a decent speed despite the weapon being pump-action. When reloading from empty, Rabbit will keep the action open, feed the first round through the chamber, close the action and then feed the remaining rounds through the loading gate.
870 MCS with EOTech and M4-style Crane stock.
Rabbit reloads the 870 MCS. This shotgun is available in the first level only. Later it is replaced with the Benelli M4.
When the 870 runs empty, Rabbit puts the first shell into the chamber through the ejection port.
A dropped 870MCS on the ground showing the M4-style stock.
The Multiplayer portion of the game features a full-size 870 variant, with a conventional shotgun stock, a shell holder on the left side and an 8-round capacity. Also available are various optics, and slug ammunition. Unlike its Battlefield: Bad Company counterpart (MP component of Medal of Honor 2010 uses the same engine as said series), the 870 now feature usable iron-sights/optics, as well as a faster pump animation when firing (your character keeps the weapon level when operating the action, rather than letting the weapon recoil back and slowing things down).
The 870MCS in the weapon customization menu.
The player's character resupplies at an ammo cache while holding his stock 870MCS. Even if there are only bullets in the crate, it can be used to resupply explosives, rockets and grenades.
870MCS with EOTech holo-sight, which is the reflex sight of choice for the Coalition.
The player's character pumps the 870MCS.
Reloading a Veteran 870MCS fitted with a holographic sight. The Veteran version features 3 shells in the holder as opposed to the standard 870's one.
Tula Arms TOZ-194
The TOZ-194 is an alternate unlockable weapon for the Taliban Special Ops class. Like the 870MCS, and unlike its Bad Company counterpart, the TOZ-194 now features usable iron-sights/optics, as well as a faster pump animation when firing (your character keeps the weapon level when operating the action, rather than letting the weapon recoil back and slowing things down).
Veteran TOZ-194 during weapon selection.
The TOZ-194 in the game with Kobra reflex sight.
Reloading animation of the TOZ-194.
Clear view of the TOZ-194's iron sights.
Benelli M1 Super 90
A Benelli M1 Super 90 with a pistol grip stock and top rail is available only in the single-player. When reloading from empty, Adams will load the first shell directly into the chamber and then release the bolt handle. The remaining rounds are then quickly loaded via the loading port. Holds 6+1 shells, the capacity indicates it is using 3" Magnum rounds, normal 2 3/4" shells would give it a 7+1 capacity. Appears as "M1014", the Military designation for the Benelli M4. Interestingly, the same gaffe occurs in Battlefield 4.
Benelli M1 in similar configuration to the one seen in-game - 12 Gauge
Actual M1014 for comparison - 12 Gauge
A Benelli M1 on the ground.
Spc. Dante Adams holds the Benelli M1. Check out those Mechanix Wear gloves!
Spc. Adams loads the first shell into the chamber when his M1 runs empty.
Iron-sights of the shotgun.
Spc. Adams holds an Benelli M1 equipped with a EOTech sight during the last mission of the game. This is the secondary weapon during the last mission; a rather odd choice for a map with lots of open areas and only a few close-quarters spots.
The DShKM is used by the Taliban as an emplaced weapon or mounted on Technicals.
A Russian DShKM on Tripod - 12.7x108mm
A soldier rests on a DShKM during the intro of the first level.
The DShKM on a Technical during the Airfield level.
Another DShKM, this time equipped with a gun shield.
Degtyarev DShKM (Anti-Aircraft Mount)
The DShK in an anti-aircraft mount is also seen on destroyed T-55 tanks during the Bagram Airfield level.
DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm
A Russian T-55 tank inside the Afghan Boneyard.
Destroyed anti-aircraft DShK on a T-55 tank.
A T-55 tank about to be hit with a 2,000 lb GBU-24 Paveway III bomb.
The FN M240C is coaxial-mounted on the Bradley IFV in multiplayer. It is not usable by the players.
FN M240C - 7.62x51mm NATO
The Bradley during the Mazar-I-Sharif Airfield map.
Coaxial-mounted M240C on the Bradley IFV.
General Dynamics GAU-17/A
The General Dynamics GAU-17/A Minigun makes a brief appearance during the last level of the single-player campaign.
General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
A GAU-17/A Minigun mounted on a crashed Chinook helicopter.
Spc. Dante Adams engages the Taliban fighters with the GAU-17/A. After firing about 250 rounds the barrels overheat and the player must wait a few seconds, till the gun magically cools down. Other than that, it has unlimited ammo.
The gunner of the GAU-17/A Minigun behind Cpl. Hernandez gets hit in the head.
View of the GAU-17/A from inside the crashed Chinook.
A PKM also appears on a bizarre monopod during the level Dorothy's a Bitch. The game refers to it simply as "MMG".
Rabbit observes a Taliban PKM on a bizarre monopod during the level Dorothy's a Bitch
Rabbit lays down covering fire with the PKM.
At the Mazar-I-Sharif Airfield, a mounted PKM with infinite ammunition is available for the OpFor troops when they are defending the helicopter.
A tripod mounted PKM machine gun inside a helicopter wreckage. Note how the ammo can is clipping through the gun shield.
A Taliban fighter mans the PKM.
Several ZU-23-2 anti-aircraft twin autocannons appear in various levels used by the Taliban.
A ZU-23-2 autocannon during the mission Dorothy's a Bitch
Other side of the ZU-23-2.
Rabbit detonates the C4 and destroys the AA gun.
The ZU-23-2 is also seen during the MP. In the Combat Mission "Helmand Valley", two ZU-23-2s are the last objective that must be destroyed by the Coalition troops before the airstike can level the target building. In "Shahikot Mountains", the last objective is a ZU-23-2 (referred to as AA Gun) that must be destroyed before the Chinook can escape the mountains.
Two ZU-23-2 mounted on a roof of a building.
The player's character observes the AA Gun during a Hardcore Combat Mission at Helmand Valley.
An AT-14 Spriggan launcher be used during the Combat Mission on the Mazar-I-Sharif airfield map. It is a very effective weapon against the Coalition's Bradley IFVs, as well as the infantry. Has unlimited ammo, but is never seen being reloaded.
AT-14 Spriggan launcher and missile - 152mm
One of the Talibans uses the AT-14 Spriggan rocket launcher at the Mazar-I-Sharif airfield. While the weapon is powerful and usually grants one-shot kills, the operator is very exposed to enemy fire.
Using the AT-14 Spriggan.
Bushmaster M242 Chain Gun
The M242 Bushmaster Chain Gun is seen mounted on several M3 Bradley IFV's in MP.
M242 Bushmaster Chain Gun - 25mm
A Bradley IFV in the game.
Using the M242 Chain Gun.
The Browning M2 appears as a part of a RWS (Remote Weapon System) on the Bradley IFV in the multiplayer. Like the Bushmaster M242, this also comes with infinite ammunition.
Browning M2 Heavy Machine Gun - .50 BMG
Browning M2 as part of the Remote Weapon System on the Bradley IFV.
The RWS on the Bradley from the opposite angle.
Using the Browning M2 machine gun.
GE GAU-8/A Avenger
The General Electric GAU-8/A Avenger is mounted on A-10 Thunderbolt II jets. A-10's can be seen during the Bagram Airfield level.
Tier 1 Operator Rabbit watches an A-10 destroy a Taliban watch tower.
Rabbit uses the SOFLAM to hold back the AQ fighters in the end of the level Breaking Bagram
. The A-10 strafing run is one of the four armaments the player can use. The other three selectable weapons are: GBU-24 Paveway III bomb, AGM-144 Hellfire missile and Mark 84 general-purpose bomb.
M230 Chain Gun
During the mission "Gunfighters" the AH-64D Apache helicopters are armed with M230 Chain Guns. The M230 Chain Gun comes with an impressive load of 9,000 rounds, while the real M230 can carry 1,200 rounds at max. Other armaments include 308 Hydra 70 rockets and several AGM-114 Hellfire rockets. The latter can only be used against specific targets.
Hughes/Alliant Techsystems M230 Chain Gun - 30mm
Gunfigher 06 and Gunfighter 11 with M230 Chain Guns after the takeoff.
The Apaches rescue the US Army Rangers from the enemy onslaught in the last minute.
Spc. Dante Adams observes the Apaches that saved the Rangers' lives.
Gunfigher 06 and Gunfighter 11 are RTB.
Firing the M230 Chain Gun. "CHS" displays the available ammo for the M230, "HYD" shows the remaining Hydra 70 rockets. The white bar on the right shows the overheating of the Chain Gun.
Cpt. Brad "Hawk" Hawkins fires the M230 Chain Gun at an AQ mortar team while in TADS (Target Acquisition and Designation Sights).
General Dynamics GAU-12/U
General Dynamics GAU-12/U 25mm cannons can be seen mounted on AC-130 Spooky II gunships.
General Dynamics GAU-12/U - 25x137mm
The AC-130 flies by the DEVGRU team in Dorothy's a Bitch
. The GAU-12/U Equalizer (front) is visible on the image.
The AC-130 fires the GAU-12/U at the strobe-marked trucks. In an attempt to hide that the AC-130 model is actually relatively small and close to the player, the tracers are shown first as small, slow-moving dots, then turn into long streaks when they get "close."
Rabbit uses the SOFLAM to mark the spot for Reaper 31.
Bofors 40mm L/60 cannons can be seen mounted on AC-130 Spooky II gunships.
Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR
The AC-130 flies by the DEVGRU team in Dorothy's a Bitch
. The Bofors L/60 cannon (middle) is visible on the image.
Rabbit uses the SOFLAM to mark the spot for Reaper 31. Note the typo in the gun's name.
M102 105mm Howitzer
M102 105mm howitzers can be seen mounted on AC-130 Spooky II gunships.
Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R
The AC-130 flies by the DEVGRU team in Dorothy's a Bitch
. The M102 howitzer (rear) is visible on the image.
Rabbit marks the Al-Qaeda trucks with the SOFLAM. During this part, only the 105mm Howitzer is available, later the player can choose between all three guns of the AC-130.
The M136 AT4 is the default special weapon for the Coalition Special Ops class. Like in most video games, it is shown reloadable. Obviously, the reloading is done completely off-screen, possibly because the developers couldn't find any good video where this single-shot missile launcher is being reloaded.
M136 AT4 in First Person view. It comes with a loaded and a "spare" rocket.
Iron sights of the M136 AT4.
In the single player campaign the RPG-7 usually appears with a PGO-7 scope.
RPG-7 with PGO-7 scope - 40mm
A Taliban fighter with the RPG-7.
Rabbit reloads the RPG-7 during the mission Dorothy's a Bitch
The reticle of the PGO-7 scope. The Boresight Mark is missing.
The RPG-7 is the special weapon of the Taliban Special Ops class. Like the AT4, it comes with two rockets.
The player's character wields an RPG-7.
Iron sights of the RPG-7.
The CM203, distinguishable by its squared off trigger guard and M16-style safety (both visible in the following screen capture), is mounted on Dante Adams' M4A1 in during final level of the SP campaign. Can also be seen on M4A1s in the hands of NPC Rangers at the start of both Belly of the Beast and the final SP level. The game incorrectly refers to it as "M203".
As Spc. Adams switches his M4A1 to semi-auto, we get a good view of the distinguishing features of the CM203 grenade launcher.
Reloading the CM203 during the last level of the game. Up to 25 40mm grenades can be carried for it. Also, an infinite cache of grenades can be found in the middle of a terrorist camp, yet they do not use any assault rifles with 40mm UBGLs.
Spc. Adams flips up the ladder sight of the CM203.
In MP, the authentic M203 grenade launcher appears on the M16A4 rifle. The player is limited to carrying 2 grenades.
An M203 grenade launcher mounted on a full-auto M16A4 rifle.
The player's character flips up the ladder sight of the M203. Note how the crosshair has changed to resemble the ladder sight to help aim.
Reloading the M203 on a Veteran M16A4.
The GP-25 is mounted on the AKM in the multiplayer.
GP-25 grenade launcher - 40mm
Reloading the GP-25 mounted on an AKM. Note that as in several other games this uses a generic M203 round model rather than the correct VOG grenade. Although, there is no animation where the player's character flicks the launcher to eject the spent casing.
The FN GL-1 grenade launcher can be found on the F2000 Tactical assault rifle in the multiplayer part of the game. Like the other UBGL's, it is a non-removable attachment.
GL1 grenade launcher - 40mm
The GL-1 mounted on an F2000 Tactical is nicely visible on the weapon customization menu.
Reloading the GL-1 on a suppressed F2000 Tactical during a Hardcore Combat Mission game. Note how the GL-1 has five serrations, while the real one has only three.
The player's character pushes down the ladder sight of the GL-1.
Unusable M29 Mortars are often seen in Multiplayer on various maps. In "Shahikok Mountains" Combat Mission, one of the objectives is to destroy an M29 Mortar deeply behind enemy lines.
An M29 Mortar in the "Kunar Base" map.
"Not now, I'm working. Let me call you back in a few."
Another M29 seen in "Shahikok Mountains" map.
While the M224 Mortar is never seen directly in the game, the "Mortar Strike" scorechain is identified as "M224" on the killfeed.
Explosives and Grenades
The M67 hand grenade is the resident fragmentation grenade in both the SP and MP parts of game.
M69 training grenade - an inert version of the M67 High-Explosive Fragmentation hand grenade.
Rabbit throws an M67 hand grenade at the Bagram Airfield boneyard.
An M67 grenade on the ground. The grenade danger indicator also features the icon of an M67.
While the player can receive ammo for Tier One-issued weapons from his mates in SP, frag grenades can only be replenished from boxes like this. Also, the game refers to it as "M67 frag grenade", and not simply as "frag grenade" seen in the majority of video games.
The M67 frag grenade is used by the Special Ops and Sniper classes.
An M67 on the ground. The little orange triangle next to it is the grenade danger indicator. Also note how the pin and lever are still attached to the body of the grenade.
An M67 grenade about to be thrown by the player's character.
M18 Smoke Grenade
In the single-player campaign, the M18 smoke grenade is an NPC-only equipment. Voodoo of AFO Neptune uses a white smoke grenade to safely cross a yard in Breaking Bagram. Another smoke grenade is used by Sgt. Patterson to mark a DShK MMG in Rangers Lead The Way.
Tech. Sgt. Ybarra gives an M18 red smoke grenade to Sgt. Jim Patterson before storming the DShK emplacement in Rangers Lead The Way
The M18 smoke grenade is the standard smoke grenade that can be used in the multiplayer part of game. Coalition and Taliban Riflemen carry these in lieu of frag grenades. Becoming a Level 15 Rifleman grants the ability to carry an additional M18 smoke grenade.
An M18 Smoke grenade on the ground. As with the M67 frag, the lever and pin are still on the body.
Throwing an M18 smoke grenade.
Standard special weapon for Coalition Snipers.
Improvised Explosive Device
The IED is the standard special weapon for Taliban Snipers. It is made of two mortars taped together with a cellphone and is detonated via a another cellphone.
The player's character activates an IED with his cell phone.