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Difference between revisions of "Battlefield 2042"
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Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). | Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). | ||
− | A new | + | A new "attachment plus" system allows weapons to be customized during gameplay, akin to the ''[[Crysis]]'' series or ''[[Warface]]''. |
=Battlefield 2042= | =Battlefield 2042= | ||
==Handguns== | ==Handguns== | ||
===Desert Eagle Mark XIX=== | ===Desert Eagle Mark XIX=== | ||
− | The [[Desert Eagle Mark XIX]] | + | The [[Desert Eagle Mark XIX]] was introduced in Season 5 as the "BFP .50", which stands for "Big Frame Pistol". |
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]] | [[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]] | ||
[[File:Bf2042 DesertEagle loadout1.jpg|thumb|none|600px|The Desert Eagle as seen in the battlepass preview menu.]] | [[File:Bf2042 DesertEagle loadout1.jpg|thumb|none|600px|The Desert Eagle as seen in the battlepass preview menu.]] | ||
[[File:BF2042 DesertEagle idle.jpg|thumb|none|600px|Rao gripping a Desert Eagle Mark XIX outside a Swedish automated weapons factory.]] | [[File:BF2042 DesertEagle idle.jpg|thumb|none|600px|Rao gripping a Desert Eagle Mark XIX outside a Swedish automated weapons factory.]] | ||
[[File:BF2042 DesertEagle ADS.jpg|thumb|none|600px|Aiming down the sights.]] | [[File:BF2042 DesertEagle ADS.jpg|thumb|none|600px|Aiming down the sights.]] | ||
− | [[File:BF2042 DesertEagle reload1.jpg|thumb|none|600px|Performing a tactical reload with the Desert Eagle.]] | + | [[File:BF2042 DesertEagle reload1.jpg|thumb|none|600px|Performing a tactical reload with the Desert Eagle. Note that the game properly tracks how many rounds are left in the half-empty magazine.]] |
[[File:BF2042 DesertEagle reload2.jpg|thumb|none|600px|Dropping an empty magazine, note the slide stop is properly depicted.]] | [[File:BF2042 DesertEagle reload2.jpg|thumb|none|600px|Dropping an empty magazine, note the slide stop is properly depicted.]] | ||
[[File:BF2042 DesertEagle reload3.jpg|thumb|none|600px|With a full magazine inserted, the player character thumbs the slide stop and chambers a fresh round.]] | [[File:BF2042 DesertEagle reload3.jpg|thumb|none|600px|With a full magazine inserted, the player character thumbs the slide stop and chambers a fresh round.]] | ||
===Glock 18=== | ===Glock 18=== | ||
− | The [[Glock 18]] appears in the game as the "G57" | + | The [[Glock 18]] appears in the game as the "G57". It is depicted with fourth-generation Glock elements; actual G18s only exist in the 2/3 Gen spec (though there are Gen 4 Khyber Pass "copies" of the Glock 18C). The frame is fitted with a futurized Recover Tactical RC12 rail adapter. |
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold "17 rounds", not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back. | Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold "17 rounds", not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back. | ||
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The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the "PF51"; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by "Gunther Firearms" and is apparently of German origin. | The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the "PF51"; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by "Gunther Firearms" and is apparently of German origin. | ||
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]] | [[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]] | ||
+ | [[File:P50 BF2042 menu.jpg|thumb|none|600px|The Kel-Tec P50 in the loadout selection model viewer.]] | ||
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]] | [[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]] | ||
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]] | [[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]] | ||
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==="NVK-P125"=== | ==="NVK-P125"=== | ||
A fictional bullpup pistol dubbed the "NVK-P125" was added with Season 3 as a sidearm. | A fictional bullpup pistol dubbed the "NVK-P125" was added with Season 3 as a sidearm. | ||
+ | [[File:NVKpistol BF2042 menu.jpg|thumb|none|600px|The Nordvik manufactured "P125" handgun in the loadout menu model viewer.]] | ||
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The "NVK-P125" bullpup pistol.]] | [[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The "NVK-P125" bullpup pistol.]] | ||
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]] | [[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]] | ||
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==Submachine Guns== | ==Submachine Guns== | ||
===Brügger & Thomet APC9 K PRO=== | ===Brügger & Thomet APC9 K PRO=== | ||
− | The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO]] made its debut in Season 4 as the "AC9", and uses the same magazine as the B&T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of "Standard Issue" ammo or 40 rounds of "Close Combat" ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle. | + | The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO]] made its debut in Season 4 as the "AC9", and uses the same magazine as the B&T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of "Standard Issue" ammo or 40 rounds of "Close Combat" ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle. Note how the 12 and 6 o'clock Picatinny rails have been replaced with the game's standard powered rails, while the side rails have been left as-is. A modelling choice that may not be as arbitrary as it seems, as the only electronics one can attach to 2042 specific guns are for the top (optics) and bottom (lasers and weaponlight) rails |
− | [[File:APC9 K PRO.jpg|thumb|none|400px|Brügger & Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]] | + | [[File:APC9 K PRO.jpg|thumb|none|400px|Brügger & Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm Parabellum]] |
+ | [[File:APC9K BF2042 menu.jpg|thumb|none|600px|The APC9 in the loadout menu model viewer.]] | ||
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]] | [[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]] | ||
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]] | [[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]] | ||
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===Brügger & Thomet MP9-N=== | ===Brügger & Thomet MP9-N=== | ||
A [[Brügger & Thomet MP9|Brügger & Thomet MP9-N]] with a TP9-style underbarrel rail appears under the "MP9" moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine (modeled as a 30-rounder), or a 50-round drum magazine. | A [[Brügger & Thomet MP9|Brügger & Thomet MP9-N]] with a TP9-style underbarrel rail appears under the "MP9" moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine (modeled as a 30-rounder), or a 50-round drum magazine. | ||
− | [[File:BuT MP9N.jpeg|thumb|none|350px|Brügger & Thomet MP9-N with Aimpoint Micro TL sight - | + | [[File:BuT MP9N.jpeg|thumb|none|350px|Brügger & Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]] |
[[File:B&T TP9.jpg|thumb|none|450px|Brügger & Thomet TP9-US - 9x19mm]] | [[File:B&T TP9.jpg|thumb|none|450px|Brügger & Thomet TP9-US - 9x19mm]] | ||
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]] | [[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]] | ||
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[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]] | [[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]] | ||
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]] | [[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]] | ||
+ | |||
+ | ===CZ Scorpion Evo 3 A1=== | ||
+ | The [[CZ Scorpion Evo 3 A1]] was added in Season 7: Turning Point, under the name "SCZ-3". The weapon is an intermediate model that has most improved parts of late Scorpion Evo 3 A1 models, but the receiver of early versions. | ||
+ | [[File:Evo 3 A1.jpg|thumb|450px|none|CZ Scorpion Evo 3 A1 - 9x19mm]] | ||
+ | [[File:ScorpionEVO3 BF2042 menu.jpg|thumb|none|600px|The Scorpion Evo 3 in the loadout menu model viewer. As with many other weapons featured in ''BF2042'', it is modified with a smart rail system in place of Picatinny ones.]] | ||
+ | [[File:ScorpionEVO3 BF2042 idle.jpg|thumb|none|600px|Irish holds a Scorpion Evo 3 A1 while keeping a watchful eye on some storefronts.]] | ||
+ | [[File:ScorpionEVO3 BF2042 ADS.jpg|thumb|none|600px|Aiming through the iron sights.]] | ||
+ | [[File:ScorpionEVO3 BF2042 reload1.jpg|thumb|none|600px|Performing a partial reload.]] | ||
+ | [[File:ScorpionEVO3 BF2042 reload2.jpg|thumb|none|600px|Inserting the new magazine.]] | ||
+ | [[File:ScorpionEVO3 BF2042 reload3.jpg|thumb|none|600px|Reloading after fully emptying the magazine at a suspiciously enemy shaped wall in the Chilean town marketplace.]] | ||
+ | [[File:ScorpionEVo3 BF2042 reload4.jpg|thumb|none|600px|Dropping the bolt on the fresh magazine by thumbing the bolt release paddle.]] | ||
===KRISS Vector=== | ===KRISS Vector=== | ||
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AI US Command troops can be seen with the Vector in gameplay. | AI US Command troops can be seen with the Vector in gameplay. | ||
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]] | [[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]] | ||
+ | [[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the "K30" in the Weapons menu. Note the fire selector.]] | ||
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]] | [[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]] | ||
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]] | [[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]] | ||
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]] | [[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]] | ||
− | |||
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]] | [[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]] | ||
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]] | [[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]] | ||
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===LWRC SMG-45=== | ===LWRC SMG-45=== | ||
− | The [[LWRC SMG-45]] first appeared under the name "PBX-9", and as of the first public test is instead named "PBX-45". Markings on the side read "9MM|45 ACP", and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in "Close Combat" ammunition. | + | The [[LWRC SMG-45]] first appeared under the name "PBX-9", and as of the first public test is instead named "PBX-45". Markings on the side read "9MM|45 ACP", and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in "Close Combat" ammunition. Its stock appears to use the bronze finish of the early models. |
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well. | A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well. | ||
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A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the "12M Auto". By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 10-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. | A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the "12M Auto". By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 10-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. | ||
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]] | [[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]] | ||
− | [[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]] | + | [[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12. Note that, as in previous games, it is modeled with a 5-round magazine, at odds with its 8-round default capacity.]] |
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]] | [[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]] | ||
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]] | [[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]] | ||
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]] | [[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]] | ||
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]] | [[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]] | ||
− | [[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]] | + | [[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle.]] |
===Serbu Super Shorty=== | ===Serbu Super Shorty=== | ||
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the "Super 500", fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game. | A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the "Super 500", fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game. | ||
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]] | [[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]] | ||
+ | [[File:SerbuSuperShorty BF2042 menu.jpg|thumb|none|600px|The Serbu Super Shorty in the loadout menu model viewer.]] | ||
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]] | [[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]] | ||
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]] | [[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]] | ||
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[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]] | [[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]] | ||
+ | [[File:DP12 BF2042 menu.jpg|thumb|none|600px|The Nordvik manufactured "S22" in the loadout menu model viewer.]] | ||
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]] | [[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]] | ||
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]] | [[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]] | ||
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The [[AM-17]] is featured in Season 2: Master of Arms, as the "AM40", described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine). | The [[AM-17]] is featured in Season 2: Master of Arms, as the "AM40", described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine). | ||
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]] | [[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]] | ||
+ | [[File:AM17 BF2042 menu.jpg|thumb|none|600px|The AM-17 in the loadout menu model viewer.]] | ||
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]] | [[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]] | ||
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]] | [[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]] | ||
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[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]] | [[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]] | ||
[[File:BF42 AM17 (7).jpg|thumb|none|600px|Reloading a 5.45 drum magazine into the AM-17.]] | [[File:BF42 AM17 (7).jpg|thumb|none|600px|Reloading a 5.45 drum magazine into the AM-17.]] | ||
+ | |||
+ | ===Bofors Ak 5C=== | ||
+ | As of Season 7, the [[Ak 5C]] has been added as an available assault rifle. | ||
+ | [[File:Ak 5C.jpg|thumb|450px|none|Bofors Ak 5C with Aimpoint CS red dot sight - 5.56x45mm NATO]] | ||
+ | [[File:Ak5C BF2042 menu.jpg|thumb|none|600px|The Ak 5C as seen in the loadout menu model viewer.]] | ||
+ | [[File:Ak5C BF2042 idle.jpg|thumb|none|600px|Sundance holding an Ak 5C while taking in the beauty of a lithium mine tailings pond.]] | ||
+ | [[File:Ak5C BF2042 ADS.jpg|thumb|none|600px|Aiming down the sights.]] | ||
+ | [[File:Ak5C BF2042 reload1.jpg|thumb|none|600px|Dropping a half empty magazine. Like with a few other 2042 specific guns, the player character will flip the safety on while performing a reload.]] | ||
+ | [[File:Ak5C BF2042 reload2.jpg|thumb|none|600px|Inserting a fresh magazine, before seating it with a tap.]] | ||
+ | [[File:Ak5C BF2042 reload3.jpg|thumb|none|600px|Reloading from a completely depleted magazine. Note the animated bolt release paddle.]] | ||
+ | [[File:Ak5C BF2042 reload4.jpg|thumb|none|600px|Sundance chambers a round on a fresh magazine by pressing the bolt release paddle.]] | ||
===Daniel Defense DDM4 V7 PRO=== | ===Daniel Defense DDM4 V7 PRO=== | ||
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US Command AI marksmen use the DDM4 V7 PRO as their standard DMR. | US Command AI marksmen use the DDM4 V7 PRO as their standard DMR. | ||
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]] | [[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]] | ||
+ | [[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]] | ||
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]] | [[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]] | ||
− | |||
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]] | [[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]] | ||
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble "Irish" Graves.]] | [[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble "Irish" Graves.]] | ||
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[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO & 40x46mm]] | [[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO & 40x46mm]] | ||
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]] | [[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]] | ||
+ | [[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]] | ||
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]] | [[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]] | ||
− | |||
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]] | [[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]] | ||
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]] | [[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]] | ||
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The [[Heckler & Koch G36C]] returns from previous games as the "GEW-46", as part of Season 5 content. It and the Desert Eagle are the only firearms specifically made for the main All Out Warfare segment of 2042 to not feature the fictionalized smart rail accessory mounts. | The [[Heckler & Koch G36C]] returns from previous games as the "GEW-46", as part of Season 5 content. It and the Desert Eagle are the only firearms specifically made for the main All Out Warfare segment of 2042 to not feature the fictionalized smart rail accessory mounts. | ||
[[File:Hkg36c.jpg|thumb|none|400px|Heckler & Koch G36C - 5.56x45mm]] | [[File:Hkg36c.jpg|thumb|none|400px|Heckler & Koch G36C - 5.56x45mm]] | ||
+ | [[File:BF2042 G36C loadout1.jpg|thumb|none|600px|The G36C in the loadout menu.]] | ||
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]] | [[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]] | ||
− | |||
[[File:BF2042 G36C idle.jpg|thumb|none|600px|Mackay wields a bone stock G36C in a South African facility. It can also be seen in his shadow here and in the following images.]] | [[File:BF2042 G36C idle.jpg|thumb|none|600px|Mackay wields a bone stock G36C in a South African facility. It can also be seen in his shadow here and in the following images.]] | ||
[[File:BF2042 G36C ADS.jpg|thumb|none|600px|Aiming down the sights.]] | [[File:BF2042 G36C ADS.jpg|thumb|none|600px|Aiming down the sights.]] | ||
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The [[LoneStar Future Weapons RM277]] makes an appearance in Season 4 as the "RM68". The one depicted in-game is a hybrid of three prototypes of the RM277, combining the first prototype's buttstock, trigger guard, vents above the trigger guard, and vents in front of the charging handle and behind it, the third prototype's left-side ejection port and a handguard resembling this version, and the fourth prototype's fire selector lever and sliding bolt release (although the latter is only depicted on the right side, similarly to the previous prototype). In addition, the magwell has a similar shape to the first prototype, but with a rib like later models. | The [[LoneStar Future Weapons RM277]] makes an appearance in Season 4 as the "RM68". The one depicted in-game is a hybrid of three prototypes of the RM277, combining the first prototype's buttstock, trigger guard, vents above the trigger guard, and vents in front of the charging handle and behind it, the third prototype's left-side ejection port and a handguard resembling this version, and the fourth prototype's fire selector lever and sliding bolt release (although the latter is only depicted on the right side, similarly to the previous prototype). In addition, the magwell has a similar shape to the first prototype, but with a rib like later models. | ||
− | Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. | + | Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. Despite being modelled with its open/closed-bolt switch, the in-game weapon is stuck to open-bolt fire despite its switch being set to closed-bolt. |
+ | |||
[[File:RM277-AR.jpg|thumb|none|400px|General Dynamics RM277-AR (first publicly revealed prototype) - 6.8mm TVCM]] | [[File:RM277-AR.jpg|thumb|none|400px|General Dynamics RM277-AR (first publicly revealed prototype) - 6.8mm TVCM]] | ||
[[File:RM277R 3.jpg|thumb|none|400px|General Dynamics RM277-R (third prototype) - 6.8mm TVCM]] | [[File:RM277R 3.jpg|thumb|none|400px|General Dynamics RM277-R (third prototype) - 6.8mm TVCM]] | ||
[[File:RM277R 4.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (fourth prototype) - 6.8mm TVCM]] | [[File:RM277R 4.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (fourth prototype) - 6.8mm TVCM]] | ||
+ | [[File:RM277 BF2042 MENU.jpg|thumb|none|600px|The RM277 in the load out preview menu. Note the optic, as the canted iron sights are always left on.]] | ||
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]] | [[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]] | ||
− | |||
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]] | [[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]] | ||
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]] | [[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]] | ||
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As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen. | As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen. | ||
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13" barrel - 6.8x51mm FURY]] | [[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13" barrel - 6.8x51mm FURY]] | ||
+ | [[File:SIGSpear BF2042 menu.jpg|thumb|none|600px|The SIG-Sauer MCX-SPEAR in the loadout menu model viewer, seen with its 6.8x51mm "high power" magazine.]] | ||
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]] | [[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]] | ||
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]] | [[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]] | ||
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It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in "Standard Issue" ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo. | It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in "Standard Issue" ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo. | ||
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]] | [[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]] | ||
+ | [[File:DSR1 BF2042 menu.jpg|thumb|none|600px|The DSR-1 in the loadout menu preview, sans scope.]] | ||
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]] | [[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]] | ||
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]] | [[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]] | ||
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===TTS Xceed=== | ===TTS Xceed=== | ||
The [[TTS Xceed]] makes its debut in Season 5 as the "XCE Bar". | The [[TTS Xceed]] makes its debut in Season 5 as the "XCE Bar". | ||
− | [[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - | + | [[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6x48mm XC]] |
+ | [[File:Bf2042 TTS loadout1.jpg|thumb|none|600px|The TTS Xceed in the loadout menu.]] | ||
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]] | [[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]] | ||
− | |||
[[File:BF2042 TTS idle.jpg|thumb|none|600px|Paik with a TTS Xceed on "Richtersveld".]] | [[File:BF2042 TTS idle.jpg|thumb|none|600px|Paik with a TTS Xceed on "Richtersveld".]] | ||
[[File:BF2042 TTS ADS.jpg|thumb|none|600px|Aiming through the default scope on the TTS Xceed.]] | [[File:BF2042 TTS ADS.jpg|thumb|none|600px|Aiming through the default scope on the TTS Xceed.]] | ||
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===VSS Vintorez=== | ===VSS Vintorez=== | ||
− | A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the "BSV-M" (presumably ''"Бесшумная Снайперская Винтовка - Модернизиированная"'', or ''"Besshumnaya Snayperskaya Vintovka - Modernizirovannaya"'', meaning "Silent Sniper Rifle - Modernized"); contrary to what the name would | + | A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the "BSV-M" (presumably ''"Бесшумная Снайперская Винтовка - Модернизиированная"'', or ''"Besshumnaya Snayperskaya Vintovka - Modernizirovannaya"'', meaning "Silent Sniper Rifle - Modernized"); contrary to what its description (which calls it "The last iteration of the classic Russian rifle") and its name would suggest, it is not a modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black-colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability. In the ''Portal'' logic editor, it is referred to by its real name. |
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]]. | It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]]. | ||
− | + | The ''Bad Company 2'' VSS was shown in a ''Portal'' promotional image but has not been released. | |
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]] | [[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]] | ||
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]] | [[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]] | ||
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==Machine Guns== | ==Machine Guns== | ||
+ | ===FightLite MCR=== | ||
+ | Season 7 has introduced the [[Ares Shrike#FightLite MCR|FightLite MCR]] in the LMG class, under the name "DFR Strife". It feeds from belts, with the option to use PMAGs inserted into the magwell, unlike the Beta C-Mags from Battlefield 4. | ||
+ | [[File:FightLite MCR 100.jpg|thumb|none|450px|FightLite MCR - 5.56x45mm NATO]] | ||
+ | [[File:MCR BF2042 menu.jpg|thumb|none|600px|The FightLite MCR in the loadout menu.]] | ||
+ | [[File:MCR BF2042 PMAG menu.jpg|thumb|none|600px|The MCR with the optional 30 round PMAG; an extended 40 round PMAG and a (30 round PMAG downloaded to 20 rounds) "High Power" PMAG are also available. A foregrip and a holographic sight are also mounted on this particular gun; the latter attachment's presence brings about the front and rear sights' absence.]] | ||
+ | [[File:MCR BF2042 idle.jpg|thumb|none|600px|Lis holds her MCR while looking out at the Atacama Desert.]] | ||
+ | [[File:MCR BF2042 ADS.jpg|thumb|none|600px|Aiming down the iron sights of the MCR.]] | ||
+ | [[File:MCR BF2042 reload1.jpg|thumb|none|600px|Reloading from a partially depleted belt.]] | ||
+ | [[File:MCR BF2042 reload2.jpg|thumb|none|600px|Flipping the feed tray to check for stray links.]] | ||
+ | [[File:MCR BF2042 reload3.jpg|thumb|none|600px|Sliding in a fresh new belt of ammo.]] | ||
+ | [[File:MCR BF2042 reload4.jpg|thumb|none|600px|Opening the dust cover after expending a full belt of ammo.]] | ||
+ | [[File:MCR BF2042 reload5.jpg|thumb|none|600px|The full empty reload animation is much the same as the partial, with the exception of Lis racking the charging handle after closing the dust cover on the fresh belt.]] | ||
+ | [[File:MCR BF2042 PMAGreload1.jpg|thumb|none|600px|A mid-magazine reload.]] | ||
+ | [[File:MCR BF2042 PMAGreload2.jpg|thumb|none|600px|Replacing an empty magazine; note that the player character has flipped the selector switch to safe.]] | ||
+ | [[File:MCR BF2042 PMAGreload3.jpg|thumb|none|600px|Racking the charging handle after inserting the new magazine.]] | ||
+ | |||
===FN EVOLYS=== | ===FN EVOLYS=== | ||
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the "Avancys", albeit using what appears to be 5.56x45mm NATO in 100-round boxes by default (extended 200-round belts can also be used). 7.62 ammunition can be equipped when using the "High-Power" or "Armor Piercing" ammunition options, both in 50-round belt boxes. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible. | The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the "Avancys", albeit using what appears to be 5.56x45mm NATO in 100-round boxes by default (extended 200-round belts can also be used). 7.62 ammunition can be equipped when using the "High-Power" or "Armor Piercing" ammunition options, both in 50-round belt boxes. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible. | ||
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]] | [[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]] | ||
+ | [[File:Evolys BF2042 menu.jpg|thumb|none|600px|The FN EVOLYS in the loadout menu model viewer, with the standard 100 round 5.56x45mm ammo box.]] | ||
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]] | [[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]] | ||
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]] | [[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]] | ||
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===Kalashnikov RPL-20=== | ===Kalashnikov RPL-20=== | ||
− | The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the "RPT-31" in Season 4. By default, it fires high-power ammo at an extended barrel | + | The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the "RPT-31" in Season 4. By default, it fires "high-power" ammo at 600 RPM, and features an extended barrel (corresponding to the real weapon's barrel length) and a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight. |
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]] | [[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]] | ||
+ | [[File:RPL20 BF2042 menu.jpg|thumb|none|600px|The Kalashnikov RPL-20 in the loadout menu model viewer.]] | ||
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]] | [[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]] | ||
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]] | [[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]] | ||
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[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]] | [[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]] | ||
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]] | [[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]] | ||
+ | [[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]] | ||
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]] | [[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]] | ||
− | |||
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of "Renewal." Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]] | [[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of "Renewal." Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]] | ||
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]] | [[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]] | ||
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It also appears as part of the "SG-36 Sentry System" that Specialist Pyotr "Boris" Guskovsky has access to, fitted with a large muzzle brake. | It also appears as part of the "SG-36 Sentry System" that Specialist Pyotr "Boris" Guskovsky has access to, fitted with a large muzzle brake. | ||
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]] | [[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]] | ||
+ | [[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]] | ||
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]] | [[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]] | ||
− | |||
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]] | [[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]] | ||
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]] | [[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]] | ||
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[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]] | [[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]] | ||
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]] | [[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]] | ||
+ | |||
+ | ===FGM-172 SRAW=== | ||
+ | The [[FGM-172 SRAW]] was added in Season 7. | ||
+ | [[File:Pic-product-predator.jpg|thumb|none|450px|FGM-172A Predator SRAW - 139.7mm]] | ||
+ | [[File:FGM172 BF2042 menu.jpg|thumb|none|600px|The FGM-172 as seen in the in-game model viewer.]] | ||
+ | [[File:SRAW BF2042 idle.jpg|thumb|none|600px|Crawford holding his FGM-172 on Reclaimed.]] | ||
+ | [[File:SRAW BF2042 ADS.jpg|thumb|none|600px|Looking through the SRAW's optic.]] | ||
+ | [[File:SRAW BF2042 launch.jpg|thumb|none|600px|The initial ignition of the rocket as it leaves the SRAW's tube.]] | ||
+ | [[File:SRAW BF2042 discard.jpg|thumb|none|600px|Crawford throws the expended launcher away and pulls a fresh one out from his pants.]] | ||
===FIM-92 Stinger=== | ===FIM-92 Stinger=== | ||
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[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]] | [[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]] | ||
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]] | [[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]] | ||
+ | |||
+ | ===RM M203PI=== | ||
+ | An [[RM Equipment M203PI]] was added into All Out War as an optional attachment for the Ak 5C in Season 7. | ||
+ | [[File:RM Equipment M203PI carbine SOLA.jpg|thumb|none|450px|RM Equipment M203PI attached to an AR-15 carbine with a SOLA (Snap-On Launcher Assembly) interbar - 40x46mm]] | ||
+ | [[File:M203 BF2042 menu.jpg|thumb|none|600px|The M203 in the customization menu model viewer for the Ak 5C.]] | ||
+ | [[File:M203 BF2042 idle.jpg|thumb|none|600px|Falck wielding an M203-equipped Ak 5C.]] | ||
+ | [[File:M203 BF2042 reload1.jpg|thumb|none|600px|Opening up the M203 to discard the shell casing from the previous round.]] | ||
+ | [[File:M203 BF2042 reload2.jpg|thumb|none|600px|Fresh shell in hand, Falck slips it into the breech.]] | ||
==Grenades & Explosives== | ==Grenades & Explosives== | ||
==="EMP Grenade"=== | ==="EMP Grenade"=== | ||
− | The "EMP Grenade" appears to be a (heavily) futurized [[Breda Mod. 35]], with a similar overall profile and distinctive curved spoon that sits flat against the body; as the name implies, the in-game grenade produces a gadget-disabling (and, in some cases, gadget-destroying) EMP upon detonation. Curiously, this affects player characters' HUDs, implying that they are the result of some form of electronic device (despite few of the game's characters wearing anything in front of their eyes that could be responsible for it; even more bizarrely, the EMP does actual damage (albeit not very much), allowing enemies with sufficiently low health to be killed by it. | + | The "EMP Grenade" appears to be a (heavily) futurized [[Breda Mod. 35]], with a similar overall profile and distinctive curved spoon that sits flat against the body; as the name implies, the in-game grenade produces a gadget-disabling (and, in some cases, gadget-destroying) EMP upon detonation. Curiously, this affects player characters' HUDs, implying that they are the result of some form of electronic device (despite few of the game's characters wearing anything in front of their eyes that could be responsible for it); even more bizarrely, the EMP does actual damage (albeit not very much), allowing enemies with sufficiently low health to be killed by it. |
[[File:BredaGrenade.jpg|thumb|none|200px|]] | [[File:BredaGrenade.jpg|thumb|none|200px|]] | ||
+ | [[File:BF42 EMP Grenade (1).jpg|thumb|none|600px|The EMP Grenade in the menu.]] | ||
==="Incendiary Grenade"=== | ==="Incendiary Grenade"=== | ||
The "Incendiary Grenade" appears to be of fictional design, with a roughly cylindrical body (made of red-anodized aluminum) that tapers up towards the top; several grenades could have served as the basis, though the most reasonable (both in terms of design and its in-game function) would be an [[M34 White Phosphorous grenade]] with the fuze assembly stuck in the opposite end. | The "Incendiary Grenade" appears to be of fictional design, with a roughly cylindrical body (made of red-anodized aluminum) that tapers up towards the top; several grenades could have served as the basis, though the most reasonable (both in terms of design and its in-game function) would be an [[M34 White Phosphorous grenade]] with the fuze assembly stuck in the opposite end. | ||
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade]] | [[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade]] | ||
+ | [[File:BF42 Incendiary (1).jpg|thumb|none|600px|Viewing the Incendiary Grenade.]] | ||
===Liberty Dynamic Enhanced Distraction Device=== | ===Liberty Dynamic Enhanced Distraction Device=== | ||
The "Concussion Grenade" is based on the [[Liberty Dynamic Enhanced Distraction Device]], only significantly deviating in its fictional markings. The in-game name is misleading - a concussion grenade is simply an explosive grenade that produces no shrapnel (relying solely on the pressure wave produced by the explosion to deal damage); they are not less-lethal devices, with examples like the [[MK3 offensive hand grenade]] and [[No. 69 High-Explosive Grenade]] being explicitly intended to cause fatal injuries. Regardless, the in-game grenade functions as the actual EDD does (i.e. as a typical flashbang). | The "Concussion Grenade" is based on the [[Liberty Dynamic Enhanced Distraction Device]], only significantly deviating in its fictional markings. The in-game name is misleading - a concussion grenade is simply an explosive grenade that produces no shrapnel (relying solely on the pressure wave produced by the explosion to deal damage); they are not less-lethal devices, with examples like the [[MK3 offensive hand grenade]] and [[No. 69 High-Explosive Grenade]] being explicitly intended to cause fatal injuries. Regardless, the in-game grenade functions as the actual EDD does (i.e. as a typical flashbang). | ||
[[File:LD EDD.jpg|thumb|none|200px|Liberty Dynamic Enhanced Distraction Device]] | [[File:LD EDD.jpg|thumb|none|200px|Liberty Dynamic Enhanced Distraction Device]] | ||
+ | [[File:BF42 LD EDD (1).jpg|thumb|none|600px|The Concussion Grenade in the loadout preview.]] | ||
+ | [[File:BF42 LD EDD (2).jpg|thumb|none|600px|Observing a Polaris Razorback that had the misfortune of being a licensed vehicle in this game with the LD EDD.]] | ||
+ | [[File:BF42 LD EDD (3).jpg|thumb|none|600px|About to 'flash' it.]] | ||
===Nammo Scalable Offensive Hand Grenade=== | ===Nammo Scalable Offensive Hand Grenade=== | ||
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The "Anti-Tank Grenade" added in Season 5: New Dawn appears to be a futurized [[RKG-3 anti-tank grenade]]. Like the real grenade, it is impact-detonated; unlike the real grenade, however, it only detonates on impact with vehicles (exploding on a 5-second timer otherwise), and is not fin-stabilized, simply damaging vehicles with its blast rather than using a directional shaped charge like the actual RKG-3. | The "Anti-Tank Grenade" added in Season 5: New Dawn appears to be a futurized [[RKG-3 anti-tank grenade]]. Like the real grenade, it is impact-detonated; unlike the real grenade, however, it only detonates on impact with vehicles (exploding on a 5-second timer otherwise), and is not fin-stabilized, simply damaging vehicles with its blast rather than using a directional shaped charge like the actual RKG-3. | ||
[[File:Rk3-upg82.jpg|thumb|none|300px|RKG-3 anti-tank grenade]] | [[File:Rk3-upg82.jpg|thumb|none|300px|RKG-3 anti-tank grenade]] | ||
+ | [[File:BF42 RKG-3 (1).jpg|thumb|none|600px|Preview of the 2042 era RKG-3, perhaps the last stick grenade to make it to the future.]] | ||
+ | [[File:BF42 RKG-3 (2).jpg|thumb|none|600px|The AT Grenade in-game.]] | ||
+ | [[File:BF42 RKG-3 (3).jpg|thumb|none|600px|Yanking the pin.]] | ||
==="Smoke Grenade"=== | ==="Smoke Grenade"=== | ||
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[[File:Australia F1 Grenade.jpg|thumb|none|200px|Australian F1 hand grenade]] | [[File:Australia F1 Grenade.jpg|thumb|none|200px|Australian F1 hand grenade]] | ||
[[File:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|200px|M15 White Phosphorous grenade]] | [[File:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|200px|M15 White Phosphorous grenade]] | ||
+ | [[File:BF42 Smoke (1).jpg|thumb|none|600px|Menu view of the Smoke grenade.]] | ||
===T13 Beano=== | ===T13 Beano=== | ||
Added in Season 5: New Dawn, the "Spring Grenade" is a futurized [[T13 Beano]]. Whereas the real weapon was simply a ball-shaped impact grenade, the in-game one instead detonates on a timer, with a small thruster (supposedly spring-activated, hence the name) to launch it into the air just prior to detonation, in a similar vein to bounding antipersonnel mines like the [[S-Mine]], or the M397 "jump-up" 40x46mm HE grenade (though both of these use secondary explosive charges instead of thrusters to launch themselves). For whatever reason, the Spring Grenade also leaves behind an orange tracer-like trail when thrown. | Added in Season 5: New Dawn, the "Spring Grenade" is a futurized [[T13 Beano]]. Whereas the real weapon was simply a ball-shaped impact grenade, the in-game one instead detonates on a timer, with a small thruster (supposedly spring-activated, hence the name) to launch it into the air just prior to detonation, in a similar vein to bounding antipersonnel mines like the [[S-Mine]], or the M397 "jump-up" 40x46mm HE grenade (though both of these use secondary explosive charges instead of thrusters to launch themselves). For whatever reason, the Spring Grenade also leaves behind an orange tracer-like trail when thrown. | ||
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano]] | [[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano]] | ||
+ | [[File:BF42 Beano (1).jpg|thumb|none|600px|Preview of the T13 Beano grenade.]] | ||
+ | [[File:BF42 Beano (2).jpg|thumb|none|600px|Lis with a Beano in the server rooms on Exposure.]] | ||
+ | [[File:BF42 Beano (3).jpg|thumb|none|600px|About to bean a server bank with the little grenade.]] | ||
===V40 Mini Grenade=== | ===V40 Mini Grenade=== | ||
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[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]] | [[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]] | ||
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand. While not visible here, the tan plastic cap on top has a single large red button at the center, which Sundance smacks with an open palm to arm the grenade; words cannot accurately express how unsafe a system this is for a hand grenade.]] | [[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand. While not visible here, the tan plastic cap on top has a single large red button at the center, which Sundance smacks with an open palm to arm the grenade; words cannot accurately express how unsafe a system this is for a hand grenade.]] | ||
+ | [[File:BF42 V40 (1).jpg|thumb|none|600px|The later introduced V40 in the loadout.]] | ||
+ | [[File:BF42 V40 (2).jpg|thumb|none|600px|And as seen in-game.]] | ||
==Mounted & Emplaced Weapons== | ==Mounted & Emplaced Weapons== | ||
+ | ===Afanasyev-Yakushev AYa-23=== | ||
+ | [[Afanasyev-Yakushev AYa-23|Afanasyev-Yakushev 2A14M]] in ZU-23-2 configuration mounted onto the "EBAA Wildcat" which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a "40mm cannon" or "57mm cannon" as alternates to the "AA double cannon". | ||
+ | [[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]] | ||
+ | [[File:Bf2042betazu2302.jpg|thumb|none|600px|The Wildcat with its autocannons.]] | ||
+ | [[File:Bf2042betazu2301.jpg|thumb|none|600px|Closeup of the ZU-23-2 firing. Note the empty casings ejecting.]] | ||
+ | |||
===Browning M2 QCB=== | ===Browning M2 QCB=== | ||
The [[Browning M2 QCB]] is mounted on various vehicles and robots. | The [[Browning M2 QCB]] is mounted on various vehicles and robots. | ||
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[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]] | [[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]] | ||
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]] | [[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===Gryazev-Shipunov GSh-30-1=== | ===Gryazev-Shipunov GSh-30-1=== | ||
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===Glock 17 (Unusable)=== | ===Glock 17 (Unusable)=== | ||
− | [[Glock 17]] pistols are also visible in the holsters of several Specialists. They visibly lack the selector of the usable "G57" and have black frames - likely, these are the same | + | [[Glock 17]] pistols are also visible in the holsters of several Specialists. They visibly lack the selector of the usable "G57" and have black frames - likely, these are the same model but slightly altered. |
− | [[File: | + | [[File:Glock17Gen4.jpg|thumb|350px|none|Glock 17 Gen 4 - 9x19mm]] |
[[File:BF42 G17 Lis.jpg|thumb|none|600px|The Glock in Lis's hip holster.]] | [[File:BF42 G17 Lis.jpg|thumb|none|600px|The Glock in Lis's hip holster.]] | ||
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===Beretta 93R(*)=== | ===Beretta 93R(*)=== | ||
The "M93R" returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines. | The "M93R" returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines. | ||
− | [[File:Beretta | + | [[File:Beretta 93R R RoyalArmories.jpg|thumb|none|350px|Beretta 93R with brown grips - 9x19mm]] |
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]] | [[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]] | ||
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]] | [[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]] | ||
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===Colt M1911A1=== | ===Colt M1911A1=== | ||
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart. | The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart. | ||
+ | |||
+ | Similar to P38, interrupting the empty reload results in the hammer disappearing entirely. | ||
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]] | [[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]] | ||
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]] | [[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]] | ||
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[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]] | [[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]] | ||
− | === | + | ===Colt Special Combat Government Model(*)=== |
− | A | + | A chromed [[Colt Government Model|Colt Special Combat Government Model]] with black controls, hammer and grip safety is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3.'' It uses extended Kimber-style magazines. As of Update 2.1 it is available in regular 2042 multiplayer. |
− | [[File: | + | [[File:Colt Special Combat Government.jpg|thumb|350px|none|Colt Special Combat Government Model - .45 ACP]] |
− | |||
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]] | [[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]] | ||
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]] | [[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]] | ||
− | [[File:BFPortal M45 (2).jpg|thumb|none|600px|The | + | [[File:BFPortal M45 (2).jpg|thumb|none|600px|The Colt out on the Noshahr tracks.]] |
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]] | [[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]] | ||
− | [[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, ".45 ACP M1911A1" can be seen on the slide. The slide also has a more traditional style of vertical serrations | + | [[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, ".45 ACP M1911A1" can be seen on the slide. The slide also has a more traditional style of vertical serrations commonly found on Colt-made 1911 variants.]] |
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]] | [[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]] | ||
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]] | [[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]] | ||
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[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]] | [[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]] | ||
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]] | [[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]] | ||
− | [[File:BFPortal P38 (6).jpg|thumb|none|600px| | + | [[File:BFPortal P38 (6).jpg|thumb|none|600px|Interrupting the empty reload, or switching back to the pistol after ammo is out, results in the hammer disappearing entirely.]] |
===Webley Mk VI=== | ===Webley Mk VI=== | ||
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===AKS-74U(*)=== | ===AKS-74U(*)=== | ||
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category. | ''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category. | ||
+ | |||
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]] | [[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]] | ||
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]] | [[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]] | ||
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[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]] | [[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]] | ||
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]] | [[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]] | ||
− | [[File:BFPortal AKS-74U (6).jpg|thumb|none|600px| | + | [[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Prior to Season 7, charging the AKS-74U is done with the right hand. Both reload animations were revamped after the update.]] |
===AN-94=== | ===AN-94=== | ||
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===Gewehr 43=== | ===Gewehr 43=== | ||
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic. | The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic. | ||
− | [[ | + | [[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]] |
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit.]] | [[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit.]] | ||
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]] | [[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]] | ||
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]] | [[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]] | ||
− | [[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]] | + | [[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together. This particular animation is shared with the [[SVD]].]] |
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]] | [[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]] | ||
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]] | [[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]] | ||
− | [[File:BFPortal G43 (8).jpg|thumb|none|600px| | + | [[File:BFPortal G43 (8).jpg|thumb|none|600px|...and inserting a new one.]] |
− | [[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking | + | [[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking the charging handle to chamber a round. Unlike the tactical reload animation, the empty reload is taken from the base game's [[Saiga 12K]].]] |
+ | [[file:Gew_43.jpg|thumb|none|500px|Gewehr 43 with ZF 4 scope - 7.92x57mm Mauser]] | ||
[[File:BFPortal G43 (2).jpg|thumb|none|600px|The Scout's variant with the ZF4 optic mounted.]] | [[File:BFPortal G43 (2).jpg|thumb|none|600px|The Scout's variant with the ZF4 optic mounted.]] | ||
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]] | [[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]] | ||
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===Heckler & Koch HK416(*)=== | ===Heckler & Koch HK416(*)=== | ||
− | The [[Heckler & Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. | + | The [[Heckler & Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. It has a rare easter egg reload, which shows 416 being flipped upside down after flinging a magazine midair. As of Season 3, the 416 is available for ''2042'' All-Out-Warfare modes. |
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]] | [[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]] | ||
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]] | [[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]] | ||
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[[File:BFPortal MTAR-21 (4).jpg|thumb|none|600px|Aiming - it's got a different rear sight compared to prior incarnations.]] | [[File:BFPortal MTAR-21 (4).jpg|thumb|none|600px|Aiming - it's got a different rear sight compared to prior incarnations.]] | ||
[[File:BFPortal MTAR-21 (5).jpg|thumb|none|600px|Its reload animation suite is shared from the A-91/AC-42, though the mag swap is barely visible.]] | [[File:BFPortal MTAR-21 (5).jpg|thumb|none|600px|Its reload animation suite is shared from the A-91/AC-42, though the mag swap is barely visible.]] | ||
− | [[File:BFPortal MTAR-21 (6).jpg|thumb|none|600px|Working the charging handle. The bolt release was used | + | [[File:BFPortal MTAR-21 (6).jpg|thumb|none|600px|Working the charging handle. The bolt release was used in the previous games.]] |
[[File:BFPortal MTAR-21 (7).jpg|thumb|none|600px|Attachments+ view of the M-Tavor with a PEQ uniquely mounted on the lower top segment and a suppressor.]] | [[File:BFPortal MTAR-21 (7).jpg|thumb|none|600px|Attachments+ view of the M-Tavor with a PEQ uniquely mounted on the lower top segment and a suppressor.]] | ||
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[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]] | [[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]] | ||
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]] | [[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]] | ||
− | [[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 | + | [[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 above, the fire selector is set to "[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]"]] |
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]] | [[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]] | ||
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]] | [[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]] | ||
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[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]] | [[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]] | ||
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]] | [[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]] | ||
− | |||
− | |||
− | |||
− | |||
===Sturmgewehr 44=== | ===Sturmgewehr 44=== | ||
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[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]] | [[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]] | ||
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]] | [[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]] | ||
− | [[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]] | + | [[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut. This screenshot is now outdated. In the latest version, the dust cover is open and the size of the iron sight has been changed.]] |
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]] | [[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]] | ||
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]] | [[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]] | ||
− | |||
− | |||
− | |||
− | |||
==Sniper Rifles== | ==Sniper Rifles== | ||
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===Lee-Enfield No. 4 Mk. I=== | ===Lee-Enfield No. 4 Mk. I=== | ||
− | The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it | + | The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it will have a five-round capacity if the map features classic settings—half its actual one. As of Update 3.1.2, an unscoped version was provided for the Engineer class, but it will still reload with loose rounds and does not use clips. |
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]] | [[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]] | ||
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]] | [[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]] | ||
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The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. | The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. | ||
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]] | [[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]] | ||
− | [[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]] | + | [[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu. It added some new details on the recevier on the basis of ''Battlefield V'']] |
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]] | [[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]] | ||
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]] | [[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]] | ||
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[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]] | [[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]] | ||
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]] | [[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]] | ||
− | [[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]] | + | [[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV'', the sight itself is different too.]] |
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]] | [[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]] | ||
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[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]] | [[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]] | ||
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]] | [[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]] | ||
− | [[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]] | + | [[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope. The reticle displayed here is outdated and is different from the latest verion of the game.]] |
===M203 Grenade Launcher=== | ===M203 Grenade Launcher=== | ||
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[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]] | [[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]] | ||
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]] | [[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]] | ||
− | [[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]] | + | [[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu. The scope is mismatched, but it has been fixed in the latest version.]] |
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]] | [[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]] | ||
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]] | [[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]] | ||
− | [[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]] | + | [[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead. The PG-7VL model lacks the propellant powder and stabilize fins.]] |
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]] | [[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]] | ||
− | [[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]] | + | [[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered. The reticle here is completely aesthetic, unlike the one on "Recoilless M5" which has the ability to assist players in long-range shooting.]] |
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]] | [[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]] | ||
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==Grenades & Explosives== | ==Grenades & Explosives== | ||
==="HG-2" Grenade=== | ==="HG-2" Grenade=== | ||
− | The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a "Frag Grenade". It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin. | + | The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a "Frag Grenade". It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin. Which was apparently '''too iconic''' and had to be changed due to copyright reasons.... |
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]] | [[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]] | ||
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I "Mills Bomb" High-Explosive Fragmentation hand grenade]] | [[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I "Mills Bomb" High-Explosive Fragmentation hand grenade]] | ||
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[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]] | [[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]] | ||
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|"When we pull the pin, Mr. Grenade is no longer our friend."]] | [[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|"When we pull the pin, Mr. Grenade is no longer our friend."]] | ||
+ | [[File:BFPortal Copyright Grenade.jpg|thumb|none|600px|The Copyright-Free(™) HG-2. Initially it just had a blank worn yellow sticker before getting a squinty jolly sticker as reprievement.]] | ||
===M15 Anti-Tank mine=== | ===M15 Anti-Tank mine=== | ||
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===General Dynamics GAU-12/U=== | ===General Dynamics GAU-12/U=== | ||
− | The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. | + | The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content, although its incorrectly shown as a 6-barreled weapon instead of its true 5 barrels. |
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]] | [[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]] | ||
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]] | [[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]] | ||
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[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]] | [[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]] | ||
− | === | + | ===MG 34=== |
− | [[ | + | The [[MG 34]] with the Patronentrommel 34 drum magazine is mounted on the roof of the Pz.IV tank turret, replacing the MG42s from the original game. |
− | [[File: | + | [[File:MG34 Patronentrommel34.jpg|thumb|none|450px|MG 34 - 7.92x57mm Mauser]] |
− | |||
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]] | [[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]] | ||
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]] | [[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]] | ||
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]] | [[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]] | ||
+ | |||
+ | ===MG 34 Panzerlauf=== | ||
+ | The [[MG 34 Panzerlauf]] is mounted coaxially within the turret of the Pz.IV tank. | ||
+ | [[File:MG 34 Panzerlauf 2.jpg|thumb|none|450px|MG 34 Panzerlauf - 7.92x57mm Mauser]] | ||
+ | [[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]] | ||
===MG42=== | ===MG42=== |
Latest revision as of 09:26, 24 October 2024
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Battlefield 2042 is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale Battlefield FPS series, and is the first entry to take place in a modern/near future setting since 2013's Battlefield 4.
A direct sequel to Battlefield 4, the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves "Non-Patriated", in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.
All-Out Warfare is the regular mode similar to the multiplayer of previous Battlefield titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.
Portal mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely Battlefield 1942, Battlefield: Bad Company 2 and Battlefield 3, along with those from the rest of the game. Creation of custom "Portal" servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, Portal weapons are made available in the 2042 All-Out Warfare mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as "Vault Weapons" are marked with (*).
The following weapons appear in the video game Battlefield 2042:
Overview
Before Update 3.2, Battlefield 2042 went away from the class system of all previous Battlefield games, instead using a system called "Specialists", who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets.
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in Battlefield 1 and Fortification Tools in Battlefield V), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the Portal mode that use the old class system, with the precise classes available depending on their original game.
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types.
Both the base 2042 modes and Portal weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the M1 Garand in Battlefield V).
A new "attachment plus" system allows weapons to be customized during gameplay, akin to the Crysis series or Warface.
Battlefield 2042
Handguns
Desert Eagle Mark XIX
The Desert Eagle Mark XIX was introduced in Season 5 as the "BFP .50", which stands for "Big Frame Pistol".
Glock 18
The Glock 18 appears in the game as the "G57". It is depicted with fourth-generation Glock elements; actual G18s only exist in the 2/3 Gen spec (though there are Gen 4 Khyber Pass "copies" of the Glock 18C). The frame is fitted with a futurized Recover Tactical RC12 rail adapter.
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold "17 rounds", not unlike the CZ 75 from Battlefield 4 before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.
Kel-Tec P50
The Kel-Tec P50 was added in Season 2: Master of Arms, as the "PF51"; this makes 2042 the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by "Gunther Firearms" and is apparently of German origin.
Laugo Alien
Appearing under the name of "L9CZ," the Laugo Alien was added in Season 6.
"NVK-P125"
A fictional bullpup pistol dubbed the "NVK-P125" was added with Season 3 as a sidearm.
SIG-Sauer P320 (in Flux Defense MP17 chassis)
A SIG-Sauer P320 in a Flux Defense MP17 chassis appears as the "MP28". In the game's universe, the P320 pistol itself is called "M28" (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped.
Taurus Raging Hunter
A Taurus Raging Hunter revolver appears as the "M44" (actually a different Taurus revolver entirely that was the ".44 Magnum" in prior titles); it operates exclusively in single-action, with the player character manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place in reality). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.
Submachine Guns
Brügger & Thomet APC9 K PRO
The Brügger & Thomet APC9 K PRO made its debut in Season 4 as the "AC9", and uses the same magazine as the B&T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of "Standard Issue" ammo or 40 rounds of "Close Combat" ammo. Interestingly, it is also the only weapon of 2042 so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle. Note how the 12 and 6 o'clock Picatinny rails have been replaced with the game's standard powered rails, while the side rails have been left as-is. A modelling choice that may not be as arbitrary as it seems, as the only electronics one can attach to 2042 specific guns are for the top (optics) and bottom (lasers and weaponlight) rails
Brügger & Thomet MP9-N
A Brügger & Thomet MP9-N with a TP9-style underbarrel rail appears under the "MP9" moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine (modeled as a 30-rounder), or a 50-round drum magazine.
CZ Scorpion Evo 3 A1
The CZ Scorpion Evo 3 A1 was added in Season 7: Turning Point, under the name "SCZ-3". The weapon is an intermediate model that has most improved parts of late Scorpion Evo 3 A1 models, but the receiver of early versions.
KRISS Vector
The 2nd generation KRISS Vector appears as the "K30", seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in Battlefield Hardline. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto.
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.
AI US Command troops can be seen with the Vector in gameplay.
LWRC SMG-45
The LWRC SMG-45 first appeared under the name "PBX-9", and as of the first public test is instead named "PBX-45". Markings on the side read "9MM|45 ACP", and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in "Close Combat" ammunition. Its stock appears to use the bronze finish of the early models.
A secret, M1 Garand inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.
PP-19 Bizon-2
A PP-19 Bizon-2 modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the "PP-29". It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.
Shotguns
Crye Precision SIX12
A Crye Precision SIX12 can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the "Masterkey" in reference to the Knight's Armament Masterkey.
Remington 870 MCS
The Remington 870 MCS appears as the "MCS-880", fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and Mossberg 590A1-style ghost ring sights. Its tube magazine cannot be extended, but it can load buckshot, flechette, and slug shells, and the pump can mount a few foregrips.
Saiga 12
A Saiga 12 with full-auto capability and customized by Hatcher Gun Company appears as the "12M Auto". By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 10-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12.
Serbu Super Shorty
A Mossberg 500-based Serbu Super Shorty makes an appearance in Season 4 as the "Super 500", fitted with a smart rail system and iron sights. As with Battlefield 4's 870-based Serbu, it is classified as a secondary weapon in-game.
Standard Manufacturing DP-12
A stylized Standard Manufacturing DP-12 makes an appearance in Season 3 as the "NVK-S22," with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.
Rifles / Carbines
"AC-42"
The "AC-42" is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian Thales F90MBR (with its in-file name being NBR further supporting this) and the Israeli IWI Tavor series. "AC-42" also follows typical Russian-style naming conventions; "A" for "Avtomat", "C" for the designer's name, a dash, and "(20)42" for the year of introduction.
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options.
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.
AK-12
The 2018 production version of the AK-12 appears as the "AK-24". It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with "High-Power" ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded "PUFGUN SG545 60" 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI Naval Infantry soldiers use the AK-12 as their standard rifle in the 2042-era.
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the "Target 8T 4.25-1.25x" canted optics changes the AK's chambering style when empty.
AM-17
The AM-17 is featured in Season 2: Master of Arms, as the "AM40", described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm AMB-17 version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).
Bofors Ak 5C
As of Season 7, the Ak 5C has been added as an available assault rifle.
Daniel Defense DDM4 V7 PRO
A Daniel Defense DDM4 V7 PRO with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the "4V9" in the reveal trailer, by the EA Play trailer it had been renamed to "DM7", a name it retains in the final game. Curiously, its description states that it has a 16" barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18" barrel. Nevertheless, it has two suppressor options affixed to a 16" barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both "Standard Issue" and subsonic), with options for a 20-round magazine in "Close Combat" ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.
FN SCAR-H CQC
The FN SCAR-H CQC appears as the "SFAR-M GL" (which presumably stands for Special Forces Combat Assault Rifle - Modern, as opposed to Special Forces Combat Assault Rifle - Heavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.
It is shown used by Lis's JW GROM unit in concept art.
Heckler & Koch G36C
The Heckler & Koch G36C returns from previous games as the "GEW-46", as part of Season 5 content. It and the Desert Eagle are the only firearms specifically made for the main All Out Warfare segment of 2042 to not feature the fictionalized smart rail accessory mounts.
HS Produkt VHS-K2
The HS Produkt VHS-K2 assault rifle appears in Season 6, dubbed the "VHX D3".
Kel-Tec CMR-30
The Kel-Tec CMR-30 appears as the "VCAR"; notably, 2042 marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in BFV. It features a rather long extended magazine by default; curiously, this only holds 30 rounds of "Close Combat" ammunition (with options for a shortened 25-round magazine or 40-round drums of the same ammunition, or 20 round magazines of "Standard Issue" or subsonic ammo using the same length as the default model) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the "VCAR" indicate it is made by "Gunther," which are also present on the P50.
LoneStar Future Weapons RM277
The LoneStar Future Weapons RM277 makes an appearance in Season 4 as the "RM68". The one depicted in-game is a hybrid of three prototypes of the RM277, combining the first prototype's buttstock, trigger guard, vents above the trigger guard, and vents in front of the charging handle and behind it, the third prototype's left-side ejection port and a handguard resembling this version, and the fourth prototype's fire selector lever and sliding bolt release (although the latter is only depicted on the right side, similarly to the previous prototype). In addition, the magwell has a similar shape to the first prototype, but with a rib like later models.
Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. Despite being modelled with its open/closed-bolt switch, the in-game weapon is stuck to open-bolt fire despite its switch being set to closed-bolt.
Marlin Model 336 Dark Series
The Marlin Model 336 Dark Series appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the "GVT 45-70", although the .45-70 Government caliber is used by the Marlin Model 1895 in reality, not the 336.
AI marksman classes may use the Model 336.
SIG-Sauer MCX-SPEAR
The 2019 prototype of the SIG-Sauer MCX-SPEAR appears in the game as the "M5A3", implying that it won the NGSW program contract and was adopted by the US as the "M5"; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&T instead of MPX magazines made by SIG).
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13" barrel. In BF2042 however, it is used without a suppressor by default, along with having a longer 14.5"-ish barrel, though it can be modified with a 13" barrel with or without a suppressor.
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means BF2042 correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.
Sniper Rifles
Chukavin SVCh
The Chukavin SVCh appears as the "SVK", which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant.
AI Russian snipers use the SVCh as their standard DMR in gameplay.
Denel Mechem NTW-20
A stylized/hypothetical man-portable variant of the Denel Mechem NTW-20 appears as the "NTW-50." The actual caliber is not clearly defined, although the name infers that it may be .50 BMG or possibly 12.7x108mm - the Indian Vidhwansak clone of the NTW-20 apparently has a caliber conversion for the latter chambering. The "NTW-50" has limited Attachments+ options due to its specialized nature. It can change optics and comes with a bipod permanently affixed. It comes with four round Anti-Material magazines by default, with "High-Power Anti-Material" three round magazines as the only other unlockable ammo option.
DSR-Precision DSR-1
The DSR-Precision DSR-1 appears as the "DXR-1". As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in "Standard Issue" ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.
Heckler & Koch G28
The Heckler & Koch G28 was added in Season 6 as the "G428".
Sako TRG M10
The Sako TRG M10 initially appeared in prerelease materials as the "TG-24", but by release had been renamed to the "SWS-10". It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the "SWS-10 Magazine Adapter" (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.
TTS Xceed
The TTS Xceed makes its debut in Season 5 as the "XCE Bar".
VSS Vintorez
A VSS Vintorez is included as part of Season 1: Zero Hour content as the "BSV-M" (presumably "Бесшумная Снайперская Винтовка - Модернизиированная", or "Besshumnaya Snayperskaya Vintovka - Modernizirovannaya", meaning "Silent Sniper Rifle - Modernized"); contrary to what its description (which calls it "The last iteration of the classic Russian rifle") and its name would suggest, it is not a modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black-colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the AS Val due to its select-fire capability. In the Portal logic editor, it is referred to by its real name.
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the SR-3 Vikhr.
The Bad Company 2 VSS was shown in a Portal promotional image but has not been released.
Machine Guns
FightLite MCR
Season 7 has introduced the FightLite MCR in the LMG class, under the name "DFR Strife". It feeds from belts, with the option to use PMAGs inserted into the magwell, unlike the Beta C-Mags from Battlefield 4.
FN EVOLYS
The FN EVOLYS 7.62 was added in Season 2: Master of Arms, as the "Avancys", albeit using what appears to be 5.56x45mm NATO in 100-round boxes by default (extended 200-round belts can also be used). 7.62 ammunition can be equipped when using the "High-Power" or "Armor Piercing" ammunition options, both in 50-round belt boxes. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.
Kalashnikov RPL-20
The Kalashnikov RPL-20 light machine gun makes its debut in Battlefield 2042 as the "RPT-31" in Season 4. By default, it fires "high-power" ammo at 600 RPM, and features an extended barrel (corresponding to the real weapon's barrel length) and a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.
Knight's Armament LWAMG
The Knight's Armament LWAMG appears as the "LCMG" and is the default MG available from the start. It is fitted with the telescoping stock of a KAC LMG A1, and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners.
PKP Pecheneg Bullpup
The PKP Pecheneg Bullpup appears under the name "PKP-BP", with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG.
It also appears as part of the "SG-36 Sentry System" that Specialist Pyotr "Boris" Guskovsky has access to, fitted with a large muzzle brake.
Launchers
Bates & Dittus ExD-37
The "SPH Explosive" launcher introduced in Season 4 is modelled on the B&D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.
Carl Gustaf M4
The Carl Gustaf M4 appears as the "Recoilless M5" for the Engineer class (in early builds it was named the "Carl Gustaf M5", but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default.
"G-84 TGM"
Specialist Ewelina Lis, added in the Zero Hour season, has a unique version of the M4 as her gadget; known as the "G-84 TGM", it fires short-ranged, slow-moving TV-guided missiles. These are apparently caseless; while it does use a similar reload animation to the basic version, no spent case is removed after firing, and the round inserted appears to simply be the entire projectile.
CZ 805 G1
A CZ 805 G1 grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing.
FGM-172 SRAW
The FGM-172 SRAW was added in Season 7.
FIM-92 Stinger
The FIM-92 Stinger anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the "FIM-33 AA Missile", and was first seen in the Exodus short film, used by returning character Irish from Battlefield 4. As of the beta and current release, it is now called the "FXM-33 AA Missile".
The weapon is "reloaded" by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).
An unmodified FIM-92 is available in Portal as part of the legacy BF3 equipment.
FB GP
The FB GP underbarrel grenade launcher can be mounted on the MCX-SPEAR, "AC-42", DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.
FN EGLM
An FN EGLM is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.
GP-30M
The GP-30M can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in Portal.
Heckler & Koch XM25
Season 3 Specialist Rasheed Zain uses an "XM370A" airburst grenade launcher as his gadget, which appears as a resurrected, futurized Heckler & Koch XM25, previously featured and functions similarly to its Battlefield 4 incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.
RM M203PI
An RM Equipment M203PI was added into All Out War as an optional attachment for the Ak 5C in Season 7.
Grenades & Explosives
"EMP Grenade"
The "EMP Grenade" appears to be a (heavily) futurized Breda Mod. 35, with a similar overall profile and distinctive curved spoon that sits flat against the body; as the name implies, the in-game grenade produces a gadget-disabling (and, in some cases, gadget-destroying) EMP upon detonation. Curiously, this affects player characters' HUDs, implying that they are the result of some form of electronic device (despite few of the game's characters wearing anything in front of their eyes that could be responsible for it); even more bizarrely, the EMP does actual damage (albeit not very much), allowing enemies with sufficiently low health to be killed by it.
"Incendiary Grenade"
The "Incendiary Grenade" appears to be of fictional design, with a roughly cylindrical body (made of red-anodized aluminum) that tapers up towards the top; several grenades could have served as the basis, though the most reasonable (both in terms of design and its in-game function) would be an M34 White Phosphorous grenade with the fuze assembly stuck in the opposite end.
Liberty Dynamic Enhanced Distraction Device
The "Concussion Grenade" is based on the Liberty Dynamic Enhanced Distraction Device, only significantly deviating in its fictional markings. The in-game name is misleading - a concussion grenade is simply an explosive grenade that produces no shrapnel (relying solely on the pressure wave produced by the explosion to deal damage); they are not less-lethal devices, with examples like the MK3 offensive hand grenade and No. 69 High-Explosive Grenade being explicitly intended to cause fatal injuries. Regardless, the in-game grenade functions as the actual EDD does (i.e. as a typical flashbang).
Nammo Scalable Offensive Hand Grenade
A futuristic hand grenade that heavily resembles the Nammo Scalable Offensive Hand Grenade (SOHG) appears as the default fragmentation grenade in the 2042-era. Its markings appear to be inspired by those of the German-made DM51 hand grenade, reading "SPLITTER" (meaning "FRAGMENTATION"), "DM65A2", and "LOS DN-3-283"; curiously, it lacks the DM51's top-line marking, "HGR", which clarifies that the device in question is a hand grenade.
RKG-3
The "Anti-Tank Grenade" added in Season 5: New Dawn appears to be a futurized RKG-3 anti-tank grenade. Like the real grenade, it is impact-detonated; unlike the real grenade, however, it only detonates on impact with vehicles (exploding on a 5-second timer otherwise), and is not fin-stabilized, simply damaging vehicles with its blast rather than using a directional shaped charge like the actual RKG-3.
"Smoke Grenade"
The "Smoke Grenade" is another seemingly-fictional design, with a stout cylindrical body that tapers slightly towards the top; it may have been based on the Australian F1 hand grenade (albeit smoothed out, and with the same fuze-end-inversion as the Incendiary Grenade), or possibly a substantially re-profiled M15 White Phosphorous grenade, though it's difficult to say for sure.
T13 Beano
Added in Season 5: New Dawn, the "Spring Grenade" is a futurized T13 Beano. Whereas the real weapon was simply a ball-shaped impact grenade, the in-game one instead detonates on a timer, with a small thruster (supposedly spring-activated, hence the name) to launch it into the air just prior to detonation, in a similar vein to bounding antipersonnel mines like the S-Mine, or the M397 "jump-up" 40x46mm HE grenade (though both of these use secondary explosive charges instead of thrusters to launch themselves). For whatever reason, the Spring Grenade also leaves behind an orange tracer-like trail when thrown.
V40 Mini Grenade
Sundance's Scatter grenade gadget appears to be several V40 Mini Grenades tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.
The V40 itself was added as a usable gadget in Season 5: New Dawn; it behaves similarly to its past incarnations in the series, offering extra grenades (3, to be exact) and a longer throw distance in exchange for reduced damage and a smaller blast radius.
Mounted & Emplaced Weapons
Afanasyev-Yakushev AYa-23
Afanasyev-Yakushev 2A14M in ZU-23-2 configuration mounted onto the "EBAA Wildcat" which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a "40mm cannon" or "57mm cannon" as alternates to the "AA double cannon".
Browning M2 QCB
The Browning M2 QCB is mounted on various vehicles and robots.
Dillon Aero M134 Minigun
Dual M134 Miniguns appears mounted on the "MD540 Nightbird" helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the "MV38-Condor" transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the "Mounted Vulcan," a reference to the far larger 20mm M61 Vulcan that the Minigun is a scaled-down version of.
General Dynamics GAU-22/A
The "F-35E Panther" (a 2042-era updated F-35B Lightning II variant) uses the General Dynamics GAU-22/A in a correct underslung gun pod.
General Electric M61 Vulcan
The GE M61 Vulcan is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown. It is also available as a stationary emplacement for Season 5 in the "Reclaimed" map.
Gryazev-Shipunov GSh-30-1
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from Battlefield 3 is included in the Portal mode. Both feature the Gryazev-Shipunov GSh-30-1 autocannon.
M230 Chain Gun
The 2042-era futurized "AH-64GX Apache Warchief" and the AH-64D Longbow in BF Portal content have the M230 Chain Gun as secondary armament used by the gunner position.
Shipunov 2A42
The Kamov "Ka-520 Super Hokum" and the legacy content Mil Mi-28N and BMP-2 all have Shipunov 2A42 autocannons. A "BMD-3" was introduced for the Bad Company 2 Russian faction, though the model is actually a BMD-4.
Other
Beretta M9 (Unusable)
An unused Beretta M9 is present in the drop-leg holster of Navin Rao's typical kit. Kimball Graves/Irish's "True Patriot" uniform from Battlefield 4 also has one holstered.
Glock 17 (Unusable)
Glock 17 pistols are also visible in the holsters of several Specialists. They visibly lack the selector of the usable "G57" and have black frames - likely, these are the same model but slightly altered.
"Rorsch Mk-4" Railgun
The successor to Battlefield 4's Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary "NVK-NXT 2x" optic allows for visual cues on charge times.
"S21 Syrette Pistol"
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the Pneu Dart X-2 Tranquilizer Pistol, though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.
Battlefield Portal
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, BF1942 weapons have access to some vintage optical sights, mostly ported from Battlefield V (including the Nydar sight).
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 All-Out Warfare mode.
Handguns
Beretta 93R(*)
The "M93R" returns as an available sidearm for Bad Company 2 and Battlefield 3 factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual Beretta 93R instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.
Colt M1911A1
The M1911A1 returns as an available sidearm for 1942 and Bad Company 2 factions, with the 1942 variant slightly more worn than its BC2 counterpart.
Similar to P38, interrupting the empty reload results in the hammer disappearing entirely.
Colt Special Combat Government Model(*)
A chromed Colt Special Combat Government Model with black controls, hammer and grip safety is available to the Battlefield 3 factions, apparently standing in for the actual MEU(SOC) that was originally used in BF3. It uses extended Kimber-style magazines. As of Update 2.1 it is available in regular 2042 multiplayer.
MP-412 REX(*)
The MP-412 REX revolver returns as an available sidearm for Bad Company 2 and Battlefield 3 factions, and for No-Pats in 2042 as of Update 2.2.
MP-443 Grach(*)
The MP-443 Grach returns as an available sidearm for Bad Company 2 and Battlefield 3 factions, and for 2042 multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games.
"Tracer Dart Gun"(*)
The fictional "Tracer Dart Gun" from Bad Company 2 returns as a sidearm for Bad Company 2 factions, and is available for Recon Specialists as of Update 3.2.
Walther P38
The Walther P38 returns as an available sidearm for 1942 factions.
Webley Mk VI
The Webley Mk VI returns as an available sidearm for 1942 factions as of Update 3.1.2.
Submachine Guns
FN P90 TR(*)
The FN P90 TR returns as an available submachine gun for Battlefield 3 factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state "Freedom National Boston MERICA" on the nameplate, with an inscription beneath of "FNB UGA LOS ANGELES CA" and "RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY."
M1A1 Thompson
The M1A1 Thompson returns as an available submachine gun for 1942 and Bad Company 2 factions - note that while Bad Company 2 featured a weapon named the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called "Thompson"; its in-game description misidentifies it as an M1928A1.
MP40
The MP40 returns as an available submachine gun for 1942 factions.
PP-2000(*)
The PP-2000 returns as an available submachine gun for Bad Company 2 and Battlefield 3 factions. It is also available for 2042 multiplayer as of Update 3.2.
Sten Mk II
The Sten Mk II returns as an available submachine gun for 1942 factions as of Update 3.1.2.
Shotguns
Browning Auto-5
The Browning Auto-5 returns with the same "12g Automatic" name from Battlefield 1 and V for 1942 factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.
Franchi SPAS-12
The SPAS-12 returns as an available shotgun for Bad Company 2 and Battlefield 3 factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with BF3) capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.
M26 Modular Accessory Shotgun System
Update 2.1 brought back the M26 MASS for the Battlefield 3 Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.
SWD/Cobray Street Sweeper
Battlefield 3's "DAO-12" returns under the same name, and appears to be a SWD/Cobray Street Sweeper based on the winding knob.
Rifles
5.56A-91(*)
The 5.56A-91 returns as an available carbine for Batlefield 3 factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.
AEK-971(*)
The AEK-971 has been introduced as part of Season 2 content, available under both its Bad Company and BF3 style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for 2042 multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.
AKS-74U(*)
Bad Company 2 and Battlefield 3 Engineer kits have access to the AKS-74U - in BC2, Engineers carried submachine guns or compact carbines, and BF3 Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.
AN-94
The AN-94 returns as an available assault rifle for Bad Company 2 and Battlefield 3 factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.
AS Val
The AS Val returns for Battlefield 3 factions, as in that game classed as a "PDW" or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.
Colt Model 901(*)
The "M16A3" returns as an available assault rifle for the Battlefield 3 factions. This time, it is actually modeled after a select-fire Colt Model 901 (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.
As of Season 2, the M16A3 can be unlocked for use in regular 2042 multiplayer.
FN SCAR-H CQC
The FN SCAR-H CQC returns as an available carbine for Battlefield 3 factions. It is a third generation model instead of the first generation model of the original game.
Gewehr 43
The Gewehr 43 returns as a semi-auto rifle option for 1942 Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.
Heckler & Koch G3A3
The G3A3 returns as an available assault rifle for Bad Company 2 and Battlefield 3 factions. Despite both games featuring the G3A3, the version for Bad Company 2 factions follows that game's lead by just naming it the "G3". Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.
Heckler & Koch HK416(*)
The Heckler & Koch HK416 returns as an available assault rifle for Bad Company 2 and Battlefield 3 factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from Battlefield 4, as opposed to the D10RS from Bad Company 2 and Battlefield 3. It has a rare easter egg reload, which shows 416 being flipped upside down after flinging a magazine midair. As of Season 3, the 416 is available for 2042 All-Out-Warfare modes.
Heckler & Koch XM8
The Heckler & Koch XM8 returns as an available assault rifle for Bad Company 2 factions.
Heckler & Koch XM8 Compact Carbine
The Heckler & Koch XM8 Compact Carbine returns for Bad Company 2 factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the Heckler & Koch XM8 Automatic Rifle.
IMI MTAR-21(*)
The latest 3.2 update adds the MTAR-21 for Battlefield 3 and 2042 loadouts. In addition to the standard full-auto and semi-auto firemodes, it has an incorrect 3-round burst mode.
M1 Carbine
The Season 2 update added an "M2 Carbine" as part of the BF1942 content set (despite the M2 never appearing in said game); it appears to be a modified version of the BFV model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an M1 Carbine instead.
M1 Garand
The M1 Garand returns as an available rifle for 1942 and Bad Company 2 factions. A sniper variant, the M1C Garand, has been added for 1942 as of Update 3.1.2.
M16A2
The M16A2 appears as an available assault rifle for the Bad Company 2 factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.
Remington ACR(*)
The Remington ACR returns as an available carbine for Battlefield 3 factions, as in that game named the "ACW-R", and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.
Sturmgewehr 44
The Sturmgewehr 44 returns as an available rifle for 1942 factions.
Sniper Rifles
Barrett M95
The Barrett M95 from Bad Company 2 was added as part of Season 2 content.
Barrett M98B
The Barrett M98B returns as an available sniper rifle for Battlefield 3 factions. Previously it had a full 10+1 magazine capacity akin to Battlefield 4, however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards.
GOL Magnum(*)
The GOL sniper rifle returns as an available sniper rifle for Bad Company 2 factions, and is available in All-Out Warfare as of Update 2.1.
Karabiner 98k
The Karabiner 98k returns as an available rifle for 1942 factions.
Lee-Enfield No. 4 Mk. I
The Lee-Enfield No. 4 Mk I returns from Battlefield 1942. Like that game, it will have a five-round capacity if the map features classic settings—half its actual one. As of Update 3.1.2, an unscoped version was provided for the Engineer class, but it will still reload with loose rounds and does not use clips.
M24 Sniper Weapon System
The M24 sniper rifle returns as an available sniper rifle for Bad Company 2 factions.
M39 EMR(*)
The M39 EMR is an available sniper rifle for Battlefield 3 factions, replacing the misidentified M14 in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in BF3's multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for 2042 multiplayer.
The related Mk. 14 Mod 0 that was in Bad Company 2 is not part of Portal content.
SVD Dragunov(*)
The SVD Dragunov returns as an available rifle for Battlefield 3 factions - or rather, it replaces the NDM-86 masquerading as a Russian SVD that game had. As of Season 4, it is available for 2042 multiplayer.
Machine Guns
Bren MkII
As of the Season 2 update, the Bren Mk2 returns as a light machinegun for the 1942 factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.
Heckler & Koch XM8 Automatic Rifle(*)
The H&K XM8 Automatic Rifle returns as an available light machine gun for Bad Company 2 factions, as in that game named the "XM8 LMG", and as of Season 3, available in 2042 multiplayer.
M1918A2 Browning Automatic Rifle
The M1918A2 Browning Automatic Rifle returns as an available light machine gun for 1942 factions.
M240B(*)
The M240B returns as an available light machine gun for Battlefield 3 factions, and as of Update 3.1, available for 2042 factions.
M249 SAW
Season 2 reintroduces the M249 SAW variants for the Bad Company 2 and BF3 factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.
M60
The M60 returns as an available light machine gun for Bad Company 2 factions.
M60E4(*)
The M60E4 returns as an available light machine gun for Battlefield 3 factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.
RPK
The RPK returns with Update 4.1, as part of Bad Company 2 content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.
RPK-74(*)
A RPK-74 appears as a new light machine gun for Battlefield 3 factions, and base 2042 multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual "RPK-74M" that has been used as an in-game name since BF3 (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in BF3 though it did not alter the 40-round 7.62x39 magazine model in that game.
QJY-88(*)
The QJY-88 returns as an available light machine gun for Bad Company 2 and Battlefield 3 factions, and as of Season 4, for 2042 multiplayer.
Launchers
FGM-148 Javelin(*)
The FGM-148 Javelin returns as an available launcher for Battlefield 3 factions, and as of Update 3.2, for 2042 multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.
Heckler & Koch M320
The Heckler & Koch M320 returns from Battlefield 3 as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.
Heckler & Koch XM320
The XM320 returns from Bad Company 2 as an available underbarrel attachment for the XM8.
M1A1 Bazooka
BF1942 factions have access to the M1A1 Bazooka. Originally, this was the foregrip-equipped M1 model in 1942 but the M1A1 model from BFV has been reused for Portal instead.
Pansarskott m/86
The Saab Bofors Dynamics Panserskott m/86 moonlighting as an M136 AT4 returns as an available launcher for Bad Company 2 factions, with the same SACLOS functionality.
M203 Grenade Launcher
The M203 grenade launcher returns from Bad Company 2 as an available underbarrel attachment for that game's versions of the M16A2 and HK416.
Mk 153 SMAW
The Mk 153 SMAW returns as an available launcher for Battlefield 3 factions.
Panzerschreck
The Panzerschreck returns as an available launcher for 1942 factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.
RPG-7
The RPG-7 returns as an available launcher for Bad Company 2 and Battlefield 3 factions. As in the original games, the version available for Bad Company 2 factions has a PGO-7 scope while the Battlefield 3 version has iron sights.
SA-18 Grouse
Battlefield 3 factions have access to the SA-18 Grouse/9K38 Igla MANPADS launcher.
Grenades & Explosives
"HG-2" Grenade
The fictional HG-2 hand grenade returns as the sole grenade available to Bad Company 2 factions, as in that game referred to simply as a "Frag Grenade". It still resembles the original fictional hybrid of a Mills Bomb with the fuze assembly from a M67 frag grenade, complete with the iconic Smiley Face pin. Which was apparently too iconic and had to be changed due to copyright reasons....
M15 Anti-Tank mine
The M15 anti-tank mine returns as a gadget available to Battlefield 3 factions.
M18 Smoke Grenade
As of an update, M18 smoke grenades are usable for all legacy Portal factions.
M18A1 Claymore(*)
The M18A1 Claymore returns as a gadget available to Battlefield 3 and 2042 factions, with the latter as of Update 3.2.
M67 Hand Grenade
The M67 hand grenade returns as the sole grenade available to Battlefield 3 factions.
Mk 2 hand grenade
The Mk 2 hand grenade returns as one of two grenades available to 1942 factions.
Model 24 Stielhandgranate
The Model 24 Stielhandgranate returns as one of two grenades available to 1942 factions.
Tellermine 42
Tellermine 42s are used by the BF1942-era Engineers.
TS-50
The same fictionalized TS-50 anti-personnel mine style mine from the Bad Company series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.
Mounted & Emplaced Weapons
21 cm Mörser 18
Several German 21 cm Mörser 18 howitzers are seen on the "Battle of the Bulge" and "El Alamein" maps.
2A38M autocannon
The 2S6M Tunguska is usable by the BF3 Russian forces as their anti-air ground vehicle. It has twin 2A38M autocannons.
AT-14 Spriggan
AT-14 Spriggan/9K135 Kornet ATGM emplacements are found on Bad Company 2 and Battlefield 3 maps that feature modern Russian ground forces.
BGM-71 TOW
BGM-71 TOW launchers can be found on the BC2 and BF3 maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.
Browning M2 Heavy Barrel
Older Browning M2HB machine guns are present in Portal, usually mounted on various vehicles. They can be found as stationary emplacements on the BF1942 maps. The Bad Company 2 Humvee uses the Browning, while it had an XM312 in the original game.
Browning AN/M2
USAAF B-17 bombers return from Battlefield 1942, armed with numerous Browning M2 Aircraft machine guns.
Bofors 40mm
The Bofors 40mm appears on El Alamein as part of Battlefield 1942 legacy content.
General Dynamics GAU-12/U
The USMC's LAV-AD equipped with the GAU-12/U returns as part of the legacy Battlefield 3 content, although its incorrectly shown as a 6-barreled weapon instead of its true 5 barrels.
General Dynamics GAU-17/A
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in Portal has its two standard side-mounted GAU-17/A miniguns.
General Electric GAU-8/A Avenger
As of an update, the A-10C Thunderbolt II is available to the Battlefield 3 USMC faction. It has the General Electric GAU-8/A Avenger as its primary armament.
GIAT M693
The same update also brings back the South African upgraded Mi-24 "SuperHind" of the original Bad Company series returns for the BC2 Russian faction. It has the distinct South African made GIAT M693 20mm nose autocannon.
Gryazev-Shipunov GSh-30-2
An update to Portal has brought the Sukhoi Su-25TM "Grach/Frogfoot" back as an attacker aircraft for the Battlefield 3 Russian forces.
Hispano-Suiza HS.404
Supermarine Spitfires return from Battlefield 1942, armed with Hispano-Suiza HS.404 autocannons.
Kord
The Kord heavy machine gun is mounted on various Russian Army vehicles.
KVPT
The GAZ-3937 Vodnik from Battlefield 3 has a turret mounted KPV machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the Bad Company 2 Russian Army despite also being in that game.
M240
Modern American armored vehicles have mounted M240C coaxial machine guns, and the reimagined "UAV-1" (Northrop Grumman MQ-8) from Bad Company 2 has a nose mounted M240 variant similar to the M240D or M240H.
M242 Bushmaster Chaingun
The M3A3 Bradley and LAV-25 have mounted M242 Bushmaster chainguns as their primary weapons.
MG17
German Ju 87 "Stuka" dive bombers have wing-mounted MG17s.
MG 34
The MG 34 with the Patronentrommel 34 drum magazine is mounted on the roof of the Pz.IV tank turret, replacing the MG42s from the original game.
MG 34 Panzerlauf
The MG 34 Panzerlauf is mounted coaxially within the turret of the Pz.IV tank.
MG42
MG42s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.
Mk 19 Grenade Launcher
The AAVP7A1 amphibious transport is available as part of Battlefield 3's USMC faction and has a Mk 19 grenade launcher alongside a Browning M2 mounted in its turret.