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Difference between revisions of "Rainbow Six: Vegas 2"
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− | + | {{Infobox Video Game|{{PAGENAME}} | |
− | '''''Tom Clancy's Rainbow Six: Vegas 2''''' is a first-person tactical shooter, the 2008 sequel of ''[[Rainbow Six: Vegas]]''. All the weapons and features return | + | |name = Rainbow Six: Vegas 2 |
+ | |picture = Tcrbsv2-360-cover.jpg | ||
+ | |caption = Official Box Art | ||
+ | |series= Rainbow Six | ||
+ | |date= 2008 | ||
+ | |developer=Ubisoft Montreal | ||
+ | |platforms=PC<br>Playstation 3<br>Xbox 360 | ||
+ | |publisher= Ubisoft | ||
+ | |genre=Tactical First-Person Shooter | ||
+ | }} | ||
+ | '''''Tom Clancy's Rainbow Six: Vegas 2''''' is a first-person tactical shooter, the 2008 sequel of ''[[Rainbow Six: Vegas]]''. All the weapons and features from ''Vegas 1'' return, along with various new ones: The player is now allowed to sprint for a short distance, customize his character much more deeply, and can use new weapons and attachments. The game correctly tracks the +1 round in the chamber for closed-bolt weapons, and most weapons feature usable fire-mode selector switches with correct firing modes. New to the game is the "Persistent Elite Creation" system, wherein players can modify their character how they see fit, with new levels available in both the typical experience/rank system (unlocking new options for armor and clothing for the player character) and the "ACES" system (unlocking new weapons). ACES points are split between Marksman (kills made at long ranges, with headshots, while on a rope or against enemies on a rope themselves, which unlock sniper rifles and pistols or assault rifles that emphasize long-range accuracy), Assault (kills with explosives, by shooting an enemy through cover, or on enemies utilizing ballistic shields or a mounted machine gun, which unlock machine guns and more powerful pistols or assault rifles), and CQB (kills at short ranges, from behind, on enemies whose vision is impaired, or while blind-firing, which unlock shotguns, submachine guns and machine pistols). | ||
'''The following weapons appear in the video game ''Rainbow Six: Vegas 2'':''' | '''The following weapons appear in the video game ''Rainbow Six: Vegas 2'':''' | ||
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=Handguns= | =Handguns= | ||
− | Handguns act as tertiary weapons in the single-player campaign or terrorist | + | Handguns act as tertiary weapons in the single-player campaign or terrorist hunt, and as secondaries in competitive multiplayer. Handguns can be used in conjunction with a riot shield (which is the last unlock for CQB points), or while rappelling on a rope. Pistols can be modified with high-capacity magazines or laser sights on top of a detachable suppressor. All pistols have unlimited reserve ammunition in all game modes. |
==Beretta 92FS== | ==Beretta 92FS== | ||
− | The [[Beretta 92FS]] appears in the game as the "92FS", and can be fully modified. It can be seen as the sidearm used by the LVPD SWAT officers and terrorists in the game. Interestingly, the in-game 92FS has a skeleton hammer as opposed to the standard ring hammer. Also note that in all of the screencaps below, the safety switch is on. | + | The [[Beretta 92FS]] appears in the game as the "92FS", and can be fully modified. It is the fourth weapon unlocked with Marksman points from the ACES system. It can be seen as the sidearm used by the LVPD SWAT officers and terrorists in the game. Interestingly, the in-game 92FS has a skeleton hammer as opposed to the standard ring hammer. Also note that in all of the screencaps below, the safety switch is on. |
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]] | [[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]] | ||
[[Image:RSV2m92fs.jpg|thumb|600px|none|Bishop with a Beretta 92FS.]] | [[Image:RSV2m92fs.jpg|thumb|600px|none|Bishop with a Beretta 92FS.]] | ||
[[Image:RSV2m92fsironsights.jpg|thumb|600px|none|The 92FS's iron sights in the game.]] | [[Image:RSV2m92fsironsights.jpg|thumb|600px|none|The 92FS's iron sights in the game.]] | ||
− | [[Image:RSV2m92fsreload.jpg|thumb|600px|none|Bishop reloads the 92FS in the game.]] | + | [[Image:RSV2m92fsreload.jpg|thumb|600px|none|Bishop empty-reloads the 92FS in the game.]] |
[[Image:RSV2m92fssuppresed.jpg|thumb|600px|none|The 92FS equipped with a laser sight and sound suppressor.]] | [[Image:RSV2m92fssuppresed.jpg|thumb|600px|none|The 92FS equipped with a laser sight and sound suppressor.]] | ||
==Glock 18C== | ==Glock 18C== | ||
− | The [[ | + | The [[Glock 18C]] appears in the game as "G18" and can be modified with a laser sight and high capacity magazines, but no suppressor (as the compensator cuts in the barrel would make such an addition quite useless), as the fourth weapon unlocked through CQB points. It is used as a sidearm by some terrorists, and is Gabriel Nowak's sidearm of choice. It features a full-auto fire mode unique among the pistols of the game. Its standard magazine is a 10-round low-capacity civilian magazine. Using the extended magazine attachment swaps those mags out for standard capacity 17-round mags. The real world model used for the gun in the game is a KWA airsoft G18C, which is attested to by the built in compensator on the top (only seen in the airsoft gun) and the lack of engravings. An interesting note about this gun is that when it is fired the breach is never opened, rather the integrated compensator open up and releases the spent casings (this is of course not the case with the real weapon). The situation gets stranger given the fact that a much more accurately modeled G18C was used in a previous Ubisoft game, ''[[Ghost Recon Advanced Warfighter 2]]'', which even had an appropriately-shaped muzzle flash for its compensator port. |
[[Image:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C - 9x19mm]] | [[Image:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C - 9x19mm]] | ||
[[Image:RSV2glock.jpg|thumb|600px|none|Bishop prepares to rope down from the roof while holding his Glock 18C.]] | [[Image:RSV2glock.jpg|thumb|600px|none|Bishop prepares to rope down from the roof while holding his Glock 18C.]] | ||
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==Heckler & Koch Mark 23 Mod 0== | ==Heckler & Koch Mark 23 Mod 0== | ||
− | The [[Heckler & Koch Mk 23 Mod 0]] appears in the game as "MK.23" and can be modified like all the pistols. It is the most popular pistol on online servers. In game it is the standard sidearm used by the Rainbow team. The Mark 23 is one of the pistols that is used in every ''Rainbow Six'' video game. | + | The [[Heckler & Koch Mk 23 Mod 0]] appears in the game as the "MK.23" and can be modified like all the pistols. It is the most popular pistol on online servers, owing to it being the most powerful of the three starting handguns. In game it is the standard sidearm used by the Rainbow team. Riot shield terrorists are seen exclusively carrying this pistol. The Mark 23 is one of the pistols that is used in every ''Rainbow Six'' video game; in the novels, it became Rainbow's sidearm during the events of ''Dead or Alive.'' |
− | [[ | + | [[File:Mk 23 Phase 2 OHWS.jpg|thumb|400px|none|Heckler & Koch Mk 23 Mod 0 Phase II Prototype - .45 ACP]] |
[[Image:Mk231.jpg|thumb|600px|none|Bishop with a Mark 23 during a terrorist hunt.]] | [[Image:Mk231.jpg|thumb|600px|none|Bishop with a Mark 23 during a terrorist hunt.]] | ||
[[Image:Mk23 sights.jpg|thumb|600px|none|The Mark 23's iron sights.]] | [[Image:Mk23 sights.jpg|thumb|600px|none|The Mark 23's iron sights.]] | ||
− | [[Image:Mk23reload.jpg|thumb|600px|none|Bishop reloads his Mark 23. The gun actually is the Phase II Prototype version, which had front | + | [[Image:Mk23reload.jpg|thumb|600px|none|Bishop reloads his Mark 23. The gun actually is the Phase II Prototype version, which had front grip grooves on the slide, which were removed from the final version of the pistol.]] |
[[Image:Mk23 3rd.jpg|thumb|600px|none|Third-person view of the Mark 23.]] | [[Image:Mk23 3rd.jpg|thumb|600px|none|Third-person view of the Mark 23.]] | ||
==Heckler & Koch USP40== | ==Heckler & Koch USP40== | ||
− | The [[Heckler & Koch USP]] appears in the game as the .40 caliber variant "USP40", and can be fully modified. It is used by some of the Rainbow operatives. | + | The [[Heckler & Koch USP|Heckler & Koch USP40]] appears in the game as the .40 caliber variant "USP40", returning from previous ''Rainbow Six'' games as one of the starting handguns, and can be fully modified. It is used by some of the Rainbow operatives. |
[[Image:H&KUSP40.jpg|thumb|350px|none|Heckler & Koch USP - .40 S&W]] | [[Image:H&KUSP40.jpg|thumb|350px|none|Heckler & Koch USP - .40 S&W]] | ||
[[Image:RSV2usp45.jpg|thumb|600px|none|The USP40 equipped with a laser sight during the tutorial level of the game.]] | [[Image:RSV2usp45.jpg|thumb|600px|none|The USP40 equipped with a laser sight during the tutorial level of the game.]] | ||
[[Image:RSV2usp45ironsights.jpg|thumb|600px|none|The USP40's iron sights in the game.]] | [[Image:RSV2usp45ironsights.jpg|thumb|600px|none|The USP40's iron sights in the game.]] | ||
− | [[Image:RSV2usp45laser.jpg|thumb|600px|none|The | + | [[Image:RSV2usp45laser.jpg|thumb|600px|none|The team prepares to breach a door during the first level. Logan and Gabe are armed with suppressed MP5N's, while Bishop holds a USP with laser sight. As in the previous game, the teammates cannot attach or remove suppressors, instead they carry a suppressed and a non-suppressed long gun.]] |
[[Image:RSV2usp45reload.jpg|thumb|600px|none|Bishop reloads his suppressed USP40 in the game.]] | [[Image:RSV2usp45reload.jpg|thumb|600px|none|Bishop reloads his suppressed USP40 in the game.]] | ||
[[Image:R6V2-USP40-1.jpg|thumb|600px|none|Bishop aims his suppressed USP40 at the head of a terrorist while hanging from a rope upside down.]] | [[Image:R6V2-USP40-1.jpg|thumb|600px|none|Bishop aims his suppressed USP40 at the head of a terrorist while hanging from a rope upside down.]] | ||
− | [[Image:R6V2-USP40-2.jpg|thumb|600px|none|Bishop holds | + | [[Image:R6V2-USP40-2.jpg|thumb|600px|none|Bishop holds a USP with the slide locked back. There is no auto-reload in the game, but unlike in the first ''Vegas'', pressing the "fire" key when a gun runs out of ammo will always initiate a reload.]] |
− | ==IMI | + | ==IMI Desert Eagle Mark I== |
− | The [[ | + | The [[IMI Desert Eagle Mark I]] appears simply as "Desert Eagle" in the game, and is the second weapon unlocked via Assault points. It can be modified with a laser sight and high-capacity magazines, but cannot accept a sound suppressor. It incorrectly holds 7 rounds (suggesting that it is the .50AE [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX]]), despite this particular model being only chambered in .357 Mag and having a 9-round capacity (the high-capacity mags attachment fixes this). It is the side arm of some terrorists in game (Miguel Cabrero carries two, as he drops one, and then tries to pull another out - bad idea when at gunpoint). |
[[Image:DesertEagleMarkIstainless.jpg|thumb|none|450px|A matte stainless Desert Eagle Mark I - .357 Magnum]] | [[Image:DesertEagleMarkIstainless.jpg|thumb|none|450px|A matte stainless Desert Eagle Mark I - .357 Magnum]] | ||
[[Image:RSV2deserteagle.jpg|thumb|600px|none|Bishop holds a Desert Eagle Mark I.]] | [[Image:RSV2deserteagle.jpg|thumb|600px|none|Bishop holds a Desert Eagle Mark I.]] | ||
[[Image:RSV2deserteagleironsights.jpg|thumb|600px|none|The Desert Eagle's iron sights in the game.]] | [[Image:RSV2deserteagleironsights.jpg|thumb|600px|none|The Desert Eagle's iron sights in the game.]] | ||
− | [[Image:RSV2deserteaglereload.jpg|thumb|600px|none| | + | [[Image:RSV2deserteaglereload.jpg|thumb|600px|none|Reloading a Desert Eagle with a laser sight.]] |
− | [[Image:R6V2-DE-1.jpg|thumb|600px|none|A Desert Eagle with hi-cap mag, giving it a 9+1 round capacity. Note the uncocked hammer, which would render the pistol unable to fire in real life. For some reason, | + | [[Image:R6V2-DE-1.jpg|thumb|600px|none|A Desert Eagle with an (as always for video games, completely invisible) hi-cap mag, giving it a 9+1 round capacity. Note the uncocked hammer, which would render the pistol unable to fire in real life. For some reason, ''all'' handguns in the game are shown as DAO in the third-person view.]] |
==Taurus Raging Bull== | ==Taurus Raging Bull== | ||
− | The [[Taurus Raging Bull]] revolver appears in the game, it can only be modified with a laser. Despite being a sidearm, it is used as a main weapon by some of the terrorists in game. The one used in the game is most likely chambered for . | + | The [[Taurus Raging Bull]] revolver appears in the game as the fifth weapon unlocked with Assault points, it can only be modified with a laser. Despite being a sidearm, it is used as a main weapon by some of the terrorists in game. The one used in the game is most likely chambered for .44 Magnum due to its 6-round cylinder capacity and massive power. |
[[Image:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|450px|Taurus Raging Bull - .44 Magnum]] | [[Image:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|450px|Taurus Raging Bull - .44 Magnum]] | ||
[[Image:R6V2-RB-2.jpg|thumb|600px|none|Bishop with a Raging Bull during a terrorist hunt.]] | [[Image:R6V2-RB-2.jpg|thumb|600px|none|Bishop with a Raging Bull during a terrorist hunt.]] | ||
[[Image:R6V2-RB-1.jpg|thumb|600px|none|Iron sights of the Raging Bull, unfortunately missing sight dots, which would make it difficult to discern just when they are properly aligned.]] | [[Image:R6V2-RB-1.jpg|thumb|600px|none|Iron sights of the Raging Bull, unfortunately missing sight dots, which would make it difficult to discern just when they are properly aligned.]] | ||
− | [[Image:R6V2-RB-3.jpg|thumb|600px|none|Reloading the Raging Bull. | + | [[Image:R6V2-RB-3.jpg|thumb|600px|none|Reloading the Raging Bull. Despite being a revolver, there are two different reload animations for this weapon. If it is reloaded while there are still unfired rounds in the cylinder, the player character will properly push the cylinder closed with the off-hand after using a speedloader. However, if the cylinder is emptied, the player character will take a moment to spin the cylinder before flicking it shut with the firing hand after reloading.]] |
− | [[Image:R6V2-Bull-1.jpg|thumb|600px|none|Bishop uses a Raging Bull in conjunction with a riot shield. Shields give the player high protection against enemy bullets, but limit the view and remove the ability to sprint | + | [[Image:R6V2-Bull-1.jpg|thumb|600px|none|Bishop uses a Raging Bull in conjunction with a riot shield. Shields give the player high protection against enemy bullets, but limit the view and remove the ability to sprint or take cover against walls until it is put away or dropped. Reloading a gun while using a shield is always done off-screen.]] |
[[Image:R6V2-Bull-2.jpg|thumb|600px|none|Bishop takes cover while holding a Raging Bull fitted with a laser sight.]] | [[Image:R6V2-Bull-2.jpg|thumb|600px|none|Bishop takes cover while holding a Raging Bull fitted with a laser sight.]] | ||
[[Image:R6V2-Bull-3.jpg|thumb|600px|none|As his last resort, Bishop switches to his Raging Bull and blindfires it, trying to take out as many goons as possible, before meeting his Maker...]] | [[Image:R6V2-Bull-3.jpg|thumb|600px|none|As his last resort, Bishop switches to his Raging Bull and blindfires it, trying to take out as many goons as possible, before meeting his Maker...]] | ||
==Walther P99== | ==Walther P99== | ||
− | The [[Walther P99]] is the only new usable sidearm in the game. It is chambered in .40 S&W and holds 12+1 rounds. Can be modified like all the pistols. It is (quite rarely) seen in terrorist hands. | + | The [[Walther P99]] is the only new usable sidearm in the game, and is one of the three beginning handguns alongside the USP and Mark 23. It is chambered in .40 S&W and holds 12+1 rounds. Can be modified like all the pistols. It is (quite rarely) seen in terrorist hands. |
− | [[Image:Walther-P99-Pistol.jpg|thumb|350px|none|Walther P99 - | + | [[Image:Walther-P99-Pistol.jpg|thumb|350px|none|Walther P99 - .40 S&W]] |
[[Image:RSV2p99fire.jpg|thumb|600px|none|Walther P99 being fired.]] | [[Image:RSV2p99fire.jpg|thumb|600px|none|Walther P99 being fired.]] | ||
[[Image:RSV2p99ironsight.jpg|thumb|600px|none|The P99's iron sights in the game.]] | [[Image:RSV2p99ironsight.jpg|thumb|600px|none|The P99's iron sights in the game.]] | ||
[[Image:RSV2p99reload.jpg|thumb|600px|none|Reloading the P99 in the game.]] | [[Image:RSV2p99reload.jpg|thumb|600px|none|Reloading the P99 in the game.]] | ||
[[Image:R6V2-P99.jpg|thumb|600px|none|Bishop attaches a sound suppressor onto the P99. Note "P99" and the "Walther" logo on the slide.]] | [[Image:R6V2-P99.jpg|thumb|600px|none|Bishop attaches a sound suppressor onto the P99. Note "P99" and the "Walther" logo on the slide.]] | ||
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=Submachine Guns= | =Submachine Guns= | ||
− | Submachine guns offer high cycling rate, good range and damage, but terrible accuracy when blindfiring. | + | Submachine guns offer high cycling rate, good range and damage, but terrible accuracy when blindfiring. Submachine guns can be modified with a suppressor alongside a reflex scope, ACOG, rifle scope, laser sight or high-capacity magazine, unless noted otherwise. |
− | ==Brügger & Thomet | + | ==Brügger & Thomet MP9== |
− | The [[ | + | The [[Brügger & Thomet MP9]] is in the game as the "MP9", as one of the starting SMGs that can be modified with everything. |
− | [[Image:B&T-MP9.jpg|thumb|none|400px|Brügger & Thomet | + | [[Image:B&T-MP9.jpg|thumb|none|400px|Brügger & Thomet MP9 - 9x19mm]] |
[[Image:R6V2-MP9-1.jpg|thumb|600px|none|Bishop armed with an MP9 fitted with a laser sight during a terrorist hunt.]] | [[Image:R6V2-MP9-1.jpg|thumb|600px|none|Bishop armed with an MP9 fitted with a laser sight during a terrorist hunt.]] | ||
[[Image:R6V2-MP9-2.jpg|thumb|600px|none|Attaching the sound suppressor.]] | [[Image:R6V2-MP9-2.jpg|thumb|600px|none|Attaching the sound suppressor.]] | ||
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[[Image:R6V2-MP9-6.jpg|thumb|600px|none|Bishop takes cover with an MP9 equipped with a high-cap magazine, which is just as long as the default 30-rounder. Also note "MP9" on the bolt.]] | [[Image:R6V2-MP9-6.jpg|thumb|600px|none|Bishop takes cover with an MP9 equipped with a high-cap magazine, which is just as long as the default 30-rounder. Also note "MP9" on the bolt.]] | ||
− | == | + | ==Sa. Vz. 83 Skorpion== |
− | The [[ | + | The [[Sa. Vz. 83 Skorpion]] appears in the game as the "Skorpion VZ83" chambered in .380 ACP, and can be modified with everything except for the ACOG, and is the seventh weapon unlocked through CQB points. It is occasionally used by terrorists in game. The PC version allows for semi-auto fire as well as the default full-auto option, but the sights become misaligned in first-person after a single shot in this mode until the weapon is un- and re-aimed. |
[[Image:Vz83.jpg|thumb|400px|none|CZ Skorpion Vz.83 with 30-round magazine - .380 ACP]] | [[Image:Vz83.jpg|thumb|400px|none|CZ Skorpion Vz.83 with 30-round magazine - .380 ACP]] | ||
[[Image:R6V2-Skorpio-1.jpg|thumb|600px|none|Iron sights of the Skorpion Vz. 83.]] | [[Image:R6V2-Skorpio-1.jpg|thumb|600px|none|Iron sights of the Skorpion Vz. 83.]] | ||
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==FN P90 / P90TR== | ==FN P90 / P90TR== | ||
− | The [[FN P90]] is in the game, | + | The [[FN P90]] is in the game, as the fifth weapon unlocked through CQB points, and can be modified with everything except the extended magazine. Has an incorrect 3-round burst fire option. Like in ''Vegas'', the P90 turns into a [[FN P90 TR]] once a reflex sight, ACOG or rifle scope gets mounted on it. Occasionally, terrorists will be equipped with this weapon. |
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]] | [[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]] | ||
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|Fabrique Nationale P90TR - 5.7x28mm]] | [[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|Fabrique Nationale P90TR - 5.7x28mm]] | ||
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[[Image:R6V2-P90-4.jpg|thumb|600px|none|Bishop pulls the charging handle of the P90TR.]] | [[Image:R6V2-P90-4.jpg|thumb|600px|none|Bishop pulls the charging handle of the P90TR.]] | ||
− | ==Heckler & Koch MP5N== | + | ==Heckler & Koch MP5N/MP5A5== |
− | The [[ | + | The [[Heckler & Koch MP5N]] is in the game as the "MP5N" cosign used by the United States Navy and the SEALs, the default SMG in the game as it was in the first ''Vegas'', and is modifiable like all weapons in the game. It is used by Rainbow (especially Gabe and Logan in the first level), LVPD SWAT, and by the terrorists. The in-game model is of the MP5N, meaning that the 3-round burst setting is absent from the left side of the gun, but it nevertheless has a three-round burst setting, making it an MP5A5. |
[[Image:Hk-mp5n.jpg|thumb|none|450px|Heckler & Koch MP5N - 9x19mm]] | [[Image:Hk-mp5n.jpg|thumb|none|450px|Heckler & Koch MP5N - 9x19mm]] | ||
[[Image:R6V2-MP5N-6.jpg|thumb|600px|none|Bishop wields an MP5N with a reflex scope, while observing the image from a satellite projected right onto his HUD. The Thermal Scan is one of the new features in the game.]] | [[Image:R6V2-MP5N-6.jpg|thumb|600px|none|Bishop wields an MP5N with a reflex scope, while observing the image from a satellite projected right onto his HUD. The Thermal Scan is one of the new features in the game.]] | ||
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==Heckler & Koch MP7A1== | ==Heckler & Koch MP7A1== | ||
− | The [[Heckler & Koch MP7A1]] is in the game, it can be modified with everything except the extended magazine. The MP7A1 is used with a suppressor by several Rainbow operatives; it is the secondary weapon for Jung Park | + | The [[Heckler & Koch MP7A1]] is in the game, it can be modified with everything except the extended magazine and is unlocked at the sixth CQB level. The MP7A1 is used with a suppressor and reflex sight by several Rainbow operatives; it is the secondary weapon for both Jung Park and Michael Walters when told to go silent. |
[[Image:MP7 40rdmag.jpg|thumb|none|420px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]] | [[Image:MP7 40rdmag.jpg|thumb|none|420px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]] | ||
[[Image:R6V2-MP7A1-2.jpg|thumb|600px|none|''"Regroup on me."''<br>Bishop gives a fall-in order while holding an MP7A1 fitted with a laser sight.]] | [[Image:R6V2-MP7A1-2.jpg|thumb|600px|none|''"Regroup on me."''<br>Bishop gives a fall-in order while holding an MP7A1 fitted with a laser sight.]] | ||
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==Heckler & Koch UMP45== | ==Heckler & Koch UMP45== | ||
− | The [[Heckler & Koch | + | The [[Heckler & Koch UMP45]] is in the game, and is the second weapon unlocked via CQB points. It can be modified with everything. Holds 25+1 rounds and has an additional 2-round burst mode. It is often used by terrorists later in game. |
[[Image:UMP-45 Ironman.jpg|thumb|none|400px|Heckler & Koch UMP45 with a C-More Systems red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]] | [[Image:UMP-45 Ironman.jpg|thumb|none|400px|Heckler & Koch UMP45 with a C-More Systems red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]] | ||
[[Image:R6V2-UMP-2.jpg|thumb|600px|none|The UMP45 with reflex sight in Killhouse. This weapon always comes with a vertical foregrip, due to the high recoil of the .45 ACP round.]] | [[Image:R6V2-UMP-2.jpg|thumb|600px|none|The UMP45 with reflex sight in Killhouse. This weapon always comes with a vertical foregrip, due to the high recoil of the .45 ACP round.]] | ||
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==Ingram MAC-11== | ==Ingram MAC-11== | ||
− | The [[ | + | The [[Ingram MAC-11]], referred to as the "M11" is in the game, one of the starting SMGs alongside the MP5N and MP9, and like the other weapons, it can be modified. It is often seen in terrorist hands. Uses 32-round magazines by default. One note of interest is that it's modeled after the semi-auto civilian legal M11 that is modified to full auto. Its closed bolt is the telltale sign. This machine pistol has an extremely high rate of fire and is difficult to control given that its stock cannot be extended. |
− | [[Image:Mac m11 9k.jpg|thumb|none|350px|Ingram MAC-11 -.380 ACP]] | + | [[Image:Mac m11 9k.jpg|thumb|none|350px|Ingram MAC-11 - .380 ACP]] |
[[Image:RSV2m11.jpg|thumb|none|600px|Bishop overlooks Vegas with an M11 equipped with a hi-cap magazine in his hands.]] | [[Image:RSV2m11.jpg|thumb|none|600px|Bishop overlooks Vegas with an M11 equipped with a hi-cap magazine in his hands.]] | ||
[[Image:R6V2-M11-5.jpg|thumb|none|600px|The M11's misaligned iron sights in the game.]] | [[Image:R6V2-M11-5.jpg|thumb|none|600px|The M11's misaligned iron sights in the game.]] | ||
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[[Image:R6V2-M11-1.jpg|thumb|none|600px|An unmodified MAC-11 in Bishop's hands.]] | [[Image:R6V2-M11-1.jpg|thumb|none|600px|An unmodified MAC-11 in Bishop's hands.]] | ||
− | ==QCQ-05== | + | ==Jianshe QCQ-05== |
− | The [[ | + | The [[QCQ-05|Jianshe QCQ-05]] appears in the game as the "Type 05", as the eighth weapon unlocked through CQB points. It is one of the more powerful submachine guns in-game, has a 3-round burst mode and can be modified with everything except for the high capacity magazine (which it certainly does not need). The QCQ-05 can be seen in terrorist hands fairly often. |
− | [[Image:QCQ05.jpg|thumb|none|450px|QCQ-05 - 5.8x21mm DCV05]] | + | [[Image:QCQ05.jpg|thumb|none|450px|Jianshe QCQ-05 - 5.8x21mm DCV05]] |
[[Image:R6V2-TYPE-1.jpg|thumb|600px|none|Bishop armed with a QCQ-05.]] | [[Image:R6V2-TYPE-1.jpg|thumb|600px|none|Bishop armed with a QCQ-05.]] | ||
[[Image:R6V2-QCQ05-1.jpg|thumb|600px|none|Bishop gives a hold position order while holding his QCQ-05 equipped with an ACOG. Note the removed front sight.]] | [[Image:R6V2-QCQ05-1.jpg|thumb|600px|none|Bishop gives a hold position order while holding his QCQ-05 equipped with an ACOG. Note the removed front sight.]] | ||
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==Steyr AUG Para== | ==Steyr AUG Para== | ||
− | The [[ | + | The [[Steyr AUG Para]] is seen in the game as a submachine gun with a high cyclic rate, and can be modified with everything. It is the ninth weapon unlocked through CQB points. It is fed from 25-round [[Steyr MPi 69/81]] magazines. It is used by LVPD SWAT and by terrorists. As with the AUG A3, the in-game depiction of this weapon ditches the AUG's two-stage trigger (squeeze halfway for single shots, pull all the way for full-auto) in favor of a fire selector, as the 2-stage trigger would be impossible to depict for PC players. |
[[Image:AUG-PARA-RAILS.jpg|thumb|none|450px|Late version Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm]] | [[Image:AUG-PARA-RAILS.jpg|thumb|none|450px|Late version Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm]] | ||
[[Image:R6V2-AUGP-1.jpg|thumb|601px|none|Bishop wields an AUG Para on the helipad of "Calypso Casino". This level was added to the game in a free DLC, and is ported directly from ''[[Rainbow Six: Vegas]]''.]] | [[Image:R6V2-AUGP-1.jpg|thumb|601px|none|Bishop wields an AUG Para on the helipad of "Calypso Casino". This level was added to the game in a free DLC, and is ported directly from ''[[Rainbow Six: Vegas]]''.]] | ||
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==Benelli M3 Super 90== | ==Benelli M3 Super 90== | ||
− | The [[ | + | The [[Benelli M3 Super 90]] appears in the game as "M3", and is one of two starting shotguns in the game. Holds 8 shells, while the real M3's max capacity is 7. It is portrayed as pump-action only, whereas the real version is convertible pump/semi. |
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 - 12 Gauge]] | [[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 - 12 Gauge]] | ||
[[Image:RSV2m3thirdpersonview.jpg|thumb|600px|none|A third-person view of the M3 Super 90.]] | [[Image:RSV2m3thirdpersonview.jpg|thumb|600px|none|A third-person view of the M3 Super 90.]] | ||
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==C-More Systems M26 Modular Accessory Shotgun System== | ==C-More Systems M26 Modular Accessory Shotgun System== | ||
− | The stand-alone version of the [[M26 Modular Accessory Shotgun System]] appears in the game as "XM-26 LSS" (Lightweight Shotgun System). Has a 5+1 shell capacity. Puzzlingly, the M26 in the game is select-fire, while the real one is a straight-pull bolt action. | + | The stand-alone version of the [[M26 Modular Accessory Shotgun System]] appears in the game as "XM-26 LSS" (Lightweight Shotgun System), and is the third weapon unlocked through CQB points. Has a 5+1 shell capacity. Puzzlingly, the M26 in the game is select-fire, while the real one is a straight-pull bolt action; the bolt-action mechanism instead repurposed as a charging handle for rechambering the weapon after an empty reload. |
− | [[File: | + | [[File:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS with iron sights, M4-style telescoping stock and pistol grip - 12 gauge]] |
[[Image:R6V2-M26-1.jpg|thumb|600px|none|Bishop sprints with the M26 MASS in his hands. Sprinting for a short time is one of the new additions in the game.]] | [[Image:R6V2-M26-1.jpg|thumb|600px|none|Bishop sprints with the M26 MASS in his hands. Sprinting for a short time is one of the new additions in the game.]] | ||
[[Image:R6V2-MASS-2.jpg|thumb|600px|none|Bishop opens a door with the M26, unlucky for the guy behind it.]] | [[Image:R6V2-MASS-2.jpg|thumb|600px|none|Bishop opens a door with the M26, unlucky for the guy behind it.]] | ||
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==Franchi SPAS-12== | ==Franchi SPAS-12== | ||
− | The [[Franchi SPAS-12]] appears in the game as "SPAS 12". Like in most video games, it operates in pump-action mode only while the actual SPAS is a select-fire semi-auto/pump-action shotgun. Appears with an 8-round military tube. On the weapon selection quick-menu, the stock is folded. | + | The [[Franchi SPAS-12]] appears in the game as "SPAS 12", and is the first weapon unlocked via CQB points. Like in most video games, it operates in pump-action mode only while the actual SPAS is a select-fire semi-auto/pump-action shotgun, with the pump-action mode meant solely for lower-powered less-lethal shells. Appears with an 8-round military tube. On the weapon selection quick-menu, the stock is folded. |
[[Image:SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 Gauge]] | [[Image:SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 Gauge]] | ||
[[Image:spas1.jpg|thumb|600px|none|Bishop holds a SPAS-12 modded with a reflex sight during a terrorist hunt at the "Killhouse".]] | [[Image:spas1.jpg|thumb|600px|none|Bishop holds a SPAS-12 modded with a reflex sight during a terrorist hunt at the "Killhouse".]] | ||
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==Mossberg 500 Tactical== | ==Mossberg 500 Tactical== | ||
− | The [[ | + | The [[Mossberg 500]] appears in the game as the "500 Tactical" (in the "New Weapons" trailer it was called "Tactical 500", but got renamed to "500 Tactical" before release). It is fitted with a heat-shield, a short picatinny rail on top and a pistol grip combined with a fixed stock. Can be fully modified. It is used often by the terrorists in the game. The M500 is the tenth and final weapon to be unlocked with CQB points. |
[[Image:Mossberg500withHeatShield.jpg|thumb|none|450px|Mossberg 500 with heat shield - 12 Gauge]] | [[Image:Mossberg500withHeatShield.jpg|thumb|none|450px|Mossberg 500 with heat shield - 12 Gauge]] | ||
[[Image:Mossberg 500 tactical.jpg|thumb|none|450px|Mossberg 500 Tactical - 12 Gauge<br>The length of the tubular magazine is similar to this model, but the in-game version has a fixed stock, not the retractable one pictured here.]] | [[Image:Mossberg 500 tactical.jpg|thumb|none|450px|Mossberg 500 Tactical - 12 Gauge<br>The length of the tubular magazine is similar to this model, but the in-game version has a fixed stock, not the retractable one pictured here.]] | ||
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[[Image:R6V2-500-3.jpg|thumb|600px|none|Reloading the Mossberg with laser sight turned off. The magazine tube is clearly too short to hold 8 shells.]] | [[Image:R6V2-500-3.jpg|thumb|600px|none|Reloading the Mossberg with laser sight turned off. The magazine tube is clearly too short to hold 8 shells.]] | ||
[[Image:R6V2-Mossberg500Tactical.jpg|thumb|600px|none|Third-person view of a Mossberg 500 modded with an ACOG.]] | [[Image:R6V2-Mossberg500Tactical.jpg|thumb|600px|none|Third-person view of a Mossberg 500 modded with an ACOG.]] | ||
− | [[Image:R6V2-Moss500.jpg|thumb|600px|none|A 3D render of the M500 (without the fore-end for some reason), showing the pistol grip perfectly. This image is ''not'' from | + | [[Image:R6V2-Moss500.jpg|thumb|600px|none|A 3D render of the M500 (without the fore-end for some reason), showing the pistol grip perfectly. This image is ''not'' taken from in-game. It can be found among the game files of the PC version. That's why there is no in-game hint or "Loading..." text in the bottom of the screen.]] |
==Remington 870 MCS== | ==Remington 870 MCS== | ||
− | The | + | The [[Remington 870 MCS]] appears in the game with an 8-shell capacity. Terrorists use this weapon fairly often, and it is one of the starting shotguns available to the player. |
− | [[Image: | + | [[Image:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 Gauge]] |
[[Image:R6V2-870MCS-1.jpg|thumb|600px|none|Bishop wields a Remington 870 MCS fitted with a laser sight during a terrorist hunt.]] | [[Image:R6V2-870MCS-1.jpg|thumb|600px|none|Bishop wields a Remington 870 MCS fitted with a laser sight during a terrorist hunt.]] | ||
[[Image:R6V2-870-2.jpg|thumb|600px|none|Bishop stops for a second and realizes the equipping the 870 MCS with the ACOG was not his brightest idea.]] | [[Image:R6V2-870-2.jpg|thumb|600px|none|Bishop stops for a second and realizes the equipping the 870 MCS with the ACOG was not his brightest idea.]] | ||
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=Assault Rifles / Battle Rifles= | =Assault Rifles / Battle Rifles= | ||
− | Assault and battle rifles can be modified with reflex sights | + | Assault and battle rifles can be modified with reflex sights, ACOG's, 6X scopes, lasers and high-capacity magazines alongside a detachable suppressor. |
==AK-47== | ==AK-47== | ||
− | The [[AK-47]] is the last assault rifle that can be unlocked in the game. It may be a little bit outdated for a special operations team, but still, it is one of the most powerful weapons with superb penetrating power and moderate accuracy. | + | The [[AK-47]] is the last assault rifle that can be unlocked in the game, the tenth weapon for Assault points. It may be a little bit outdated for a special operations team, but still, it is one of the most powerful weapons with superb penetrating power and moderate accuracy. The specific variant used in game is the original Type I AK-47 which featured a unique stamped receiver, and is incorrectly modeled with a 5.45x39mm [[AK-74]]-type magazine. |
− | [[Image:AK-47.jpg|thumb|none|500px|(Type I) | + | [[Image:AK-47.jpg|thumb|none|500px|AK-47 (Type I) - 7.62x39mm]] |
[[Image:RSV2ak47.jpg|600px|thumb|none|The AK-47 in the game. Equipped with an extended magazine.]] | [[Image:RSV2ak47.jpg|600px|thumb|none|The AK-47 in the game. Equipped with an extended magazine.]] | ||
[[Image:RSV2ak47suppressed.jpg|600px|thumb|none|Bishop with a suppressed AK-47.]] | [[Image:RSV2ak47suppressed.jpg|600px|thumb|none|Bishop with a suppressed AK-47.]] | ||
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==AKS-74U== | ==AKS-74U== | ||
− | The [[ | + | The [[AKS-74U]] is a new assault rifle available for use, and is the sixth weapon unlocked via Assault points. It can be seen in terrorist hands in the game. Appears with steel magazines. It is the most popular gun online. In the trailers, it says the AKS-74U is chambered in 7.62x39mm, but in game, it doesn't share ammo with the AK-47, so it might have been fixed when the game was actually released. The actual model for the gun appears to be based on the in game AK-47 but with a folding stock, flash hider, shortened barrel and relocated sights, featuring the same Type I stamped receiver. |
− | [[ | + | [[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]] |
[[Image:R6V2-AKS74U-4.jpg|thumb|600px|none|Bishop holds an AKS-74U. ''Vegas 2'' is one of the few games where the AKS-74U appears as an '''assault rifle''' and has the '''correct''' name.]] | [[Image:R6V2-AKS74U-4.jpg|thumb|600px|none|Bishop holds an AKS-74U. ''Vegas 2'' is one of the few games where the AKS-74U appears as an '''assault rifle''' and has the '''correct''' name.]] | ||
[[Image:R6V2-AKS74U-1.jpg|thumb|600px|none|Iron sights of the AKS-74U, pretty much same as the AK-47's.]] | [[Image:R6V2-AKS74U-1.jpg|thumb|600px|none|Iron sights of the AKS-74U, pretty much same as the AK-47's.]] | ||
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==Barrett M468== | ==Barrett M468== | ||
− | The [[Barrett M468]] is one of the new additions to the Rainbow arsenal. It can be seen used by terrorists in the Nevada Desert in game. Appears as "M468". Note that the selector only has "SAFE" and "FIRE" positions | + | The [[Barrett M468]] is one of the new additions to the Rainbow arsenal, the third weapon unlocked with Marksman points. It can be seen used by terrorists in the Nevada Desert in game. Appears as "M468". Note that despite being capable of automatic fire, the selector only has "SAFE" and "FIRE" positions and the lower receiver lacks a hole for the autosear above the selector. |
[[Image:BarrettM468.jpg|thumb|none|500px|Barrett M468 - 6.8x43mm Rem SPC]] | [[Image:BarrettM468.jpg|thumb|none|500px|Barrett M468 - 6.8x43mm Rem SPC]] | ||
[[Image:RSV2m468.jpg|thumb|none|601px|Bishop holds an M468 fitted with an ACOG, admiring a poster of ''[[Far Cry 2]]''. The game uses a so called in-game advertising system. Various films and video games were advertised in ''Vegas 2'', including: ''[[The Dark Knight]]'', ''[[Tropic Thunder]]'', ''[[I Am Legend]]'', ''[[Quantum of Solace]]'', ''[[Iron Man]]'', various other Ubisoft games, and even some games from the ''rival'' franchise, like ''[[Battlefield: Bad Company]]''.]] | [[Image:RSV2m468.jpg|thumb|none|601px|Bishop holds an M468 fitted with an ACOG, admiring a poster of ''[[Far Cry 2]]''. The game uses a so called in-game advertising system. Various films and video games were advertised in ''Vegas 2'', including: ''[[The Dark Knight]]'', ''[[Tropic Thunder]]'', ''[[I Am Legend]]'', ''[[Quantum of Solace]]'', ''[[Iron Man]]'', various other Ubisoft games, and even some games from the ''rival'' franchise, like ''[[Battlefield: Bad Company]]''.]] | ||
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==Enfield L85A2== | ==Enfield L85A2== | ||
− | The [[Enfield | + | The [[Enfield L85A2]] can be seen in game and can be equipped with everything. A Rainbow operative can be seen using this rifle in one of the game's levels. The L85A2 has the sound of the AK-47 from the original ''[[Rainbow Six: Vegas]]'', despite having two different calibres. |
+ | Curiously, the developers have depicted the L85 with pistol-style iron sights, rather than the correct ghost-ring style rear-sight. | ||
[[Image:L85A2Iron.jpg|thumb|none|500px|L85A2 / SA80A2 - 5.56x45mm NATO]] | [[Image:L85A2Iron.jpg|thumb|none|500px|L85A2 / SA80A2 - 5.56x45mm NATO]] | ||
[[Image:RSV2l85a2.jpg|thumb|none|601px|''"Hustle!"''<br>Bishop sends the squad forward while holding a stock L85A2.]] | [[Image:RSV2l85a2.jpg|thumb|none|601px|''"Hustle!"''<br>Bishop sends the squad forward while holding a stock L85A2.]] | ||
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==FN FNC== | ==FN FNC== | ||
− | In ''Vegas 2'', the developers went back to the roots and brought back various things that did not make it to the first ''Vegas''; including several guns, maps, and even weapon attachments. The [[FN FNC]] is one of those weapons, which were available in ''[[Rainbow Six: Rogue Spear|Rogue Spear]]'' and ''[[Rainbow Six 3: Raven Shield|Raven Shield]]'', but were left out of ''Vegas''. The FNC can be equipped with all assault rifle attachments. It is sometimes used by Rainbow operatives and is very often used by the terrorists. | + | In ''Vegas 2'', the developers went back to the roots and brought back various things that did not make it to the first ''Vegas''; including several guns, maps, and even weapon attachments. The [[FN FNC]] is one of those weapons, which were available in ''[[Rainbow Six: Rogue Spear|Rogue Spear]]'' and ''[[Rainbow Six 3: Raven Shield|Raven Shield]]'', but were left out of ''Vegas''. It is the eighth weapon unlocked through Assault points. The FNC can be equipped with all assault rifle attachments. It is sometimes used by Rainbow operatives and is very often used by the terrorists. |
[[Image:Fn-fnc-1-.jpg|thumb|500px|none|FN FNC - 5.56x45mm NATO]] | [[Image:Fn-fnc-1-.jpg|thumb|500px|none|FN FNC - 5.56x45mm NATO]] | ||
[[Image:R6V2-FNC-5.jpg|thumb|600px|none|Good view of an FNC with ACOG as Bishop takes cover from enemy fire.]] | [[Image:R6V2-FNC-5.jpg|thumb|600px|none|Good view of an FNC with ACOG as Bishop takes cover from enemy fire.]] | ||
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==FN SCAR-H CQC== | ==FN SCAR-H CQC== | ||
− | The First Generation [[ | + | The First Generation [[FN SCAR-H CQC]] is in the game, it is one of the default assault/battle rifles and can be modified with everything. It still incorrectly holds 30 rounds per magazine. It is extensively used by Rainbow and is often seen in terrorist use. It is Gabriel Nowak's weapon of choice along with his MP5N in the prologue mission. |
[[Image:FN_SCAR_-1-.jpg|thumb|none|450px|First Generation Fabrique Nationale SCAR-H CQC with M68 Aimpoint scope and RIS foregrip - 7.62x51mm NATO]] | [[Image:FN_SCAR_-1-.jpg|thumb|none|450px|First Generation Fabrique Nationale SCAR-H CQC with M68 Aimpoint scope and RIS foregrip - 7.62x51mm NATO]] | ||
[[Image:R6V2-SCARH-2.jpg|thumb|none|600px|Bishop holds a SCAR-H CQC fitted with an ACOG.]] | [[Image:R6V2-SCARH-2.jpg|thumb|none|600px|Bishop holds a SCAR-H CQC fitted with an ACOG.]] | ||
− | [[Image:R6V2-SCARH-3.jpg|thumb|none|600px|Bishop reloads the SCAR-H CQC. Like the UMP45, the SCAR is also always fitted with a foregrip.]] | + | [[Image:R6V2-SCARH-3.jpg|thumb|none|600px|Bishop reloads the SCAR-H CQC with an extended 40-round magazine. Like the UMP45, the SCAR is also always fitted with a foregrip.]] |
[[Image:R6V2-SCARH-1.jpg|thumb|none|600px|Pulling the charging handle of the rifle.]] | [[Image:R6V2-SCARH-1.jpg|thumb|none|600px|Pulling the charging handle of the rifle.]] | ||
[[Image:R6V2-SCARH-4.jpg|thumb|none|600px|Iron sights of the SCAR-H CQC, very similar to the AUG A3's.]] | [[Image:R6V2-SCARH-4.jpg|thumb|none|600px|Iron sights of the SCAR-H CQC, very similar to the AUG A3's.]] | ||
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[[Image:R6V2-SCARH-6.jpg|thumb|none|600px|Bishop takes cover with a suppressed SCAR-H.]] | [[Image:R6V2-SCARH-6.jpg|thumb|none|600px|Bishop takes cover with a suppressed SCAR-H.]] | ||
− | == | + | ==FAMAS F1== |
− | The [[ | + | The [[FAMAS F1]], with a correct 25+1-round capacity, is in the game as the "FAMAS", one of the default assault rifles that can be modified with everything. It can sometimes be seen in terrorist hands. |
[[Image:Famas.jpg|thumb|none|500px|GIAT FAMAS F1 - 5.56x45mm]] | [[Image:Famas.jpg|thumb|none|500px|GIAT FAMAS F1 - 5.56x45mm]] | ||
[[Image:R6V2-F1-3.jpg|600px|thumb|none|Bishop examines an equipment crate while holding a stock FAMAS F1.]] | [[Image:R6V2-F1-3.jpg|600px|thumb|none|Bishop examines an equipment crate while holding a stock FAMAS F1.]] | ||
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==Heckler & Koch G3KA4== | ==Heckler & Koch G3KA4== | ||
− | The [[ | + | The [[Heckler & Koch G3KA4]] is in the game, it can be modified with everything. It is the third weapon unlocked with Assault points. It is occasionally used by terrorists. There are some inaccuracies in that it has a 30 round magazine capacity despite being modeled with the 20-round magazine. |
[[Image:G3KA4.jpg|thumb|none|450px|Heckler & Koch G3KA4 - 7.62x51mm NATO]] | [[Image:G3KA4.jpg|thumb|none|450px|Heckler & Koch G3KA4 - 7.62x51mm NATO]] | ||
[[Image:R6V2-G3-1.jpg|thumb|600px|none|Bishop holds a G3KA4 without any attachments during a terrorist hunt.]] | [[Image:R6V2-G3-1.jpg|thumb|600px|none|Bishop holds a G3KA4 without any attachments during a terrorist hunt.]] | ||
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==Heckler & Koch G36C== | ==Heckler & Koch G36C== | ||
− | The [[ | + | The [[Heckler & Koch G36C]] is in the game, it can be modified with everything. It is teammate Jung Park's primary weapon, and is available for Bishop's use from the beginning. |
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler & Koch G36C - 5.56x45mm]] | [[Image:Hkg36c.jpg|thumb|450px|none|Heckler & Koch G36C - 5.56x45mm]] | ||
[[Image:RSV2g36c.jpg|thumb|600px|none|Bishop holds a G36C equipped with a high-cap magazine.]] | [[Image:RSV2g36c.jpg|thumb|600px|none|Bishop holds a G36C equipped with a high-cap magazine.]] | ||
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==Heckler & Koch XM8== | ==Heckler & Koch XM8== | ||
− | The [[Heckler & Koch XM8]] appears in the game as the "M8", it can be modified with everything. It is obtained late in the game, and Bishop him/herself is the only user of this weapon. The in-game version is based on the Malaysian | + | The [[Heckler & Koch XM8]] appears in the game as the "M8", it can be modified with everything. It is obtained late in the game, as the eighth weapon unlocked through Marksman points, and Bishop him/herself is the only user of this weapon. The in-game version is based on the late XM8 R variation adopted by the Royal Malaysian Navy, which has an accessory rail that extends to the end of the carrying handle. |
[[Image:XM8.JPG|thumb|none|500px|Heckler & Koch XM8 - 5.56x45mm]] | [[Image:XM8.JPG|thumb|none|500px|Heckler & Koch XM8 - 5.56x45mm]] | ||
− | [[Image:XM8-Malaysia.jpg|thumb|none|500px|Heckler & Koch XM8 (Malaysian version) - 5.56x45mm]] | + | [[Image:XM8-Malaysia.jpg|thumb|none|500px|Heckler & Koch XM8 (Malaysian version) - 5.56x45mm. Note the railed carry handle.]] |
[[Image:R6V2-M8-1.jpg|thumb|600px|none|Bishop armed with an XM8 rifle.]] | [[Image:R6V2-M8-1.jpg|thumb|600px|none|Bishop armed with an XM8 rifle.]] | ||
[[Image:R6V2-XM8-4.jpg|thumb|600px|none|An XM8 with ACOG. Instead of being folded down, the flip-up iron sights are usually removed once an optic gets attached to a gun.]] | [[Image:R6V2-XM8-4.jpg|thumb|600px|none|An XM8 with ACOG. Instead of being folded down, the flip-up iron sights are usually removed once an optic gets attached to a gun.]] | ||
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==IMI Tavor TAR-21== | ==IMI Tavor TAR-21== | ||
− | The [[Tavor TAR-21]] is in the game and can be modified with everything. Now it correctly appears as "TAR21", not as "MTAR21" as in the original. It is very popular on online servers due to their high rate of fire. It has no iron sights available; attempting to use it without a scope attachment of some kind gives it the MARS sight. An upside to this is that you can use either of the non-optical attachments while having the | + | The [[Tavor TAR-21]] is in the game and can be modified with everything. Now it correctly appears as "TAR21", not as "MTAR21" as in the original. It is the second weapon unlocked through Marksman points, and is very popular on online servers due to their high rate of fire. It has no iron sights available; attempting to use it without a scope attachment of some kind gives it the MARS sight. An upside to this is that you can use either of the non-optical attachments while having the equivalent of the reflex sight. It is sometimes used by Rainbow operatives and is quite common in terrorist use. |
[[Image:Tavor-tar.jpg|thumb|none|450px|IMI Tavor TAR-21 - 5.56x45mm]] | [[Image:Tavor-tar.jpg|thumb|none|450px|IMI Tavor TAR-21 - 5.56x45mm]] | ||
[[Image:R6V2-TAR-1.jpg|thumb|600px|none|The default MARS sight of the TAR-21. Iron sights are not available in Vegas 2, like they were in ''[[Modern Warfare 2]]''.]] | [[Image:R6V2-TAR-1.jpg|thumb|600px|none|The default MARS sight of the TAR-21. Iron sights are not available in Vegas 2, like they were in ''[[Modern Warfare 2]]''.]] | ||
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==IMI Tavor MTAR-21 Prototype== | ==IMI Tavor MTAR-21 Prototype== | ||
− | The TAR-21 (still) shows up as the [[ | + | The TAR-21 (still) shows up as the [[MTAR-21|MTAR-21 Prototype]] on the weapon selection quick-menu. |
[[Image:MicroTavora.jpg|thumb|400px|none|IMI Tavor MTAR-21 Protoype with ITL MARS red dot sight and 20-round magazine - 5.56x45mm]] | [[Image:MicroTavora.jpg|thumb|400px|none|IMI Tavor MTAR-21 Protoype with ITL MARS red dot sight and 20-round magazine - 5.56x45mm]] | ||
[[Image:R6V2-MTAR21 (Prototype).jpg|thumb|600px|none|Close-up of the weapon selection quick-menu, showing the MTAR-21 Prototype as the icon of the TAR-21. Some other weapons also have wrong icons, like the SPAS-12 is shown with stock folded, or the M249 SPW a with correct Para stock despite having an E2 stock in-game, This is the only time when a completely different weapon's image is used on a gun icon.]] | [[Image:R6V2-MTAR21 (Prototype).jpg|thumb|600px|none|Close-up of the weapon selection quick-menu, showing the MTAR-21 Prototype as the icon of the TAR-21. Some other weapons also have wrong icons, like the SPAS-12 is shown with stock folded, or the M249 SPW a with correct Para stock despite having an E2 stock in-game, This is the only time when a completely different weapon's image is used on a gun icon.]] | ||
==SIG SG 552== | ==SIG SG 552== | ||
− | The [[ | + | The [[SIG SG 552]] appears in the game as the "552 Commando", as the default assault rifle, and can be modified with everything. It is one of the assault rifles used by the Rainbow team (it is the preferred rifle of both Logan and "Ding" Chavez) and is also sometimes used by terrorists. Like in most games, it has a 30 round magazine capacity despite being modeled with the 20-round mag. Apparently not a single development team has seen what the 30-round mag looks like (it extends past the pistol grip in terms of height). |
− | [[Image:SIG SG | + | [[Image:SIG SG 5532.jpg|thumb|450px|none|SIG SG 552-2 fitted with the 30-round magazine and C-More sight. - 5.56x45mm.]] |
− | |||
[[Image:R6V2-552Commando-1.jpg|thumb|600px|none|Bishop takes cover from enemy fire while holding an SG 552 fitted with a 4x ACOG. The length of the magazine can be seen on this image. Also note how the third-person model of the rifle has no flash hider.]] | [[Image:R6V2-552Commando-1.jpg|thumb|600px|none|Bishop takes cover from enemy fire while holding an SG 552 fitted with a 4x ACOG. The length of the magazine can be seen on this image. Also note how the third-person model of the rifle has no flash hider.]] | ||
[[Image:R6V2-SG552-2.jpg|thumb|600px|none|Bishop with an SG 552 during a terrorist hunt gameplay. The rifle features a full-length rail on top.]] | [[Image:R6V2-SG552-2.jpg|thumb|600px|none|Bishop with an SG 552 during a terrorist hunt gameplay. The rifle features a full-length rail on top.]] | ||
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[[Image:R6V2-552Commando-3.jpg|thumb|600px|none|Bishop blindfires the SG 552 when he gets cornered by hostile forces.]] | [[Image:R6V2-552Commando-3.jpg|thumb|600px|none|Bishop blindfires the SG 552 when he gets cornered by hostile forces.]] | ||
− | ==Steyr AUG A3== | + | ==Steyr AUG A3-CQC== |
− | The [[ | + | The [[Steyr AUG A3-CQC]] is in the game as the "AUG A3" and can be modified with everything. It is the fifth weapon unlocked through Marksman points. It is occasionally used by the terrorists. Like the AUG Para, its two-stage trigger is dumped in favor of a fire selector. |
− | [[Image:6.Steyr AUG A3.jpg|thumb|none|500px|Steyr AUG A3 with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm NATO]] | + | [[Image:6.Steyr AUG A3.jpg|thumb|none|500px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm NATO]] |
[[Image:R6V2-AUG3-5.jpg|600px|thumb|none|Bishop watches the hostages as they retreat to safe distance with his AUG A3 in his hands. His AUG is equipped with an extended magazine, hence the 40-round capacity on the HUD.]] | [[Image:R6V2-AUG3-5.jpg|600px|thumb|none|Bishop watches the hostages as they retreat to safe distance with his AUG A3 in his hands. His AUG is equipped with an extended magazine, hence the 40-round capacity on the HUD.]] | ||
[[Image:R6V2-AUG3-2.jpg|600px|thumb|none|An AUG A3 with a reflex scope during the final mission of the game.]] | [[Image:R6V2-AUG3-2.jpg|600px|thumb|none|An AUG A3 with a reflex scope during the final mission of the game.]] | ||
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=Sniper Rifles= | =Sniper Rifles= | ||
− | Sniper rifles are the most powerful weapons in the game, although the low rate of fire and the shortage of maneuverability in close-quarters can be a problem. Sniper rifles can be modified with 6X, 12X or variable zoom (6X and 12X) scopes. To make aiming harder and more realistic, sniper rifles have no hip-fire crosshairs. | + | Sniper rifles are the most powerful weapons in the game, although the low rate of fire and the shortage of maneuverability in close-quarters can be a problem. Sniper rifles can be modified with 6X, 12X or variable zoom (6X and 12X) scopes. To make aiming harder and more realistic, sniper rifles have no hip-fire crosshairs except when hiding behind cover, where they will use the normal cross-shaped reticule. |
+ | An interesting note is that weapon attachments are not visible on dropped weapons. This is most obvious with the sniper rifles, as, even though the ''only'' attachments available for them are scopes, they are not exempt and will appear scopeless when dropped. | ||
==Accuracy International Arctic Warfare== | ==Accuracy International Arctic Warfare== | ||
− | The [[Accuracy International Arctic Warfare]] is the one of the new usable sniper rifles in the game. It appears in the game as "L96 Arctic Warfare". This is the last weapon to be unlocked with Marksman Points. | + | The [[Accuracy International Arctic Warfare]] is the one of the new usable sniper rifles in the game. It appears in the game as "L96 Arctic Warfare". This is the tenth and last weapon to be unlocked with Marksman Points. |
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]] | [[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]] | ||
[[Image:R6V2-AW-1.jpg|thumb|600px|none|Bishop holds the Arctic Warfare in ''Vegas 2''.]] | [[Image:R6V2-AW-1.jpg|thumb|600px|none|Bishop holds the Arctic Warfare in ''Vegas 2''.]] | ||
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==Heckler & Koch PSG-1== | ==Heckler & Koch PSG-1== | ||
− | The [[ | + | The [[Heckler & Koch PSG-1]] is in the game, but is limited to hold 5 rounds. The PSG-1 is the standard Rainbow sniper rifle, but nevertheless is the sixth weapon unlocked through Marksman points. |
[[Image:H&KPSG01.jpg |thumb|none|500px|Heckler & Koch PSG-1 - 7.62x51mm NATO]] | [[Image:H&KPSG01.jpg |thumb|none|500px|Heckler & Koch PSG-1 - 7.62x51mm NATO]] | ||
[[Image:R6V2-PSG-2.jpg|thumb|600px|none|The PSG-1 in the hands of Bishop.]] | [[Image:R6V2-PSG-2.jpg|thumb|600px|none|The PSG-1 in the hands of Bishop.]] | ||
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==Izhmash SV-98== | ==Izhmash SV-98== | ||
− | The [[Izhmash SV-98]] appears in the game as the "SV-98". It is often used by terrorist snipers in the game. | + | The [[Izhmash SV-98]] appears in the game as the "SV-98". It is often used by terrorist snipers in the game, contrary to its real-world use by Russian counter-terrorist units. It is the first weapon unlocked via Marksman points. |
[[Image:SV98.jpg|thumb|none|500px|Izhmash SV-98 - 7.62x54mm R]] | [[Image:SV98.jpg|thumb|none|500px|Izhmash SV-98 - 7.62x54mm R]] | ||
[[Image:R6V2-SV-1.jpg|thumb|600px|none|Bishop wield an SV-98 during the level "Gymnasium".]] | [[Image:R6V2-SV-1.jpg|thumb|600px|none|Bishop wield an SV-98 during the level "Gymnasium".]] | ||
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==Knight's Armament Company SR-25== | ==Knight's Armament Company SR-25== | ||
− | The [[Knight's Armament SR-25]] appears in the game as "SR-25 SD", and is fitted with a non-removable suppressor. For balancing purposes, it holds only 5+1 rounds. Can be seen used by Rainbow operatives in game. Unlike any other weapon in the game, it does not eject empty casings when fired, probably due to a coding glitch. | + | The [[Knight's Armament SR-25]] appears in the game as "SR-25 SD", and is fitted with a non-removable suppressor, making it the only dedicated sniper rifle that can utilize one. For balancing purposes, it holds only 5+1 rounds. Can be seen used by Rainbow operatives in game, and is one of two starting sniper rifles. Unlike any other weapon in the game, it does not eject empty casings when fired, probably due to a coding glitch. |
+ | [[Image:SR-25 (Early).jpg|thumb|none|500px|Early version Knight's Armament SR-25 with Harris bipod and 10-round magzine - 7.62x51mm NATO]] | ||
[[Image:SR25.jpg|thumb|none|500px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]] | [[Image:SR25.jpg|thumb|none|500px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]] | ||
[[Image:R6V2-SR25-1.jpg|thumb|600px|none|The suppressed SR-25 in R6V2.]] | [[Image:R6V2-SR25-1.jpg|thumb|600px|none|The suppressed SR-25 in R6V2.]] | ||
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==Remington/USMC M40A1== | ==Remington/USMC M40A1== | ||
− | The [[ | + | The [[M40A1]] appears in the game with a wooden camouflage finish, and like the other sniper rifles, it can be modified with various scopes. It is the fourth weapon unlocked through Marksman points. The rifle is incorrectly portrayed with a 5-round detachable box magazine instead of an internal magazine that is loaded one round at a time - the [[M40A5]] is the variant that is fed from a 5-shot box magazine. A note of interest is that the A5 version wasn't even introduced when the game was made. It is used by a terrorist sniper in the Refinery. |
[[Image:M40a1standard-1-.jpg|thumb|none|500px|Remington/USMC M40A1 - 7.62x51mm NATO]] | [[Image:M40a1standard-1-.jpg|thumb|none|500px|Remington/USMC M40A1 - 7.62x51mm NATO]] | ||
[[Image:R6V2-M40-1.jpg|thumb|600px|none|Bishop wields an M40A1 with a wooden camouflage finish as he receives new orders from "Six".]] | [[Image:R6V2-M40-1.jpg|thumb|600px|none|Bishop wields an M40A1 with a wooden camouflage finish as he receives new orders from "Six".]] | ||
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==Steyr Scout Tactical== | ==Steyr Scout Tactical== | ||
− | The [[Steyr Scout|Scout Tactical]] appears in the game as "Scout Tactical". A few of the terrorist snipers use this rifle. Like every other sniper rifle, it has a 5+1 round capacity. | + | The [[Steyr Scout|Steyr Scout Tactical]] appears in the game as "Scout Tactical", and is one of two starting sniper rifles. A few of the terrorist snipers use this rifle. Like every other sniper rifle, it has a 5+1 round capacity. |
[[Image:Scout.jpg|thumb|none|450px|Steyr Scout Tactical - 7.62x51mm NATO]] | [[Image:Scout.jpg|thumb|none|450px|Steyr Scout Tactical - 7.62x51mm NATO]] | ||
[[Image:R6V2-SCOUT-1.jpg|thumb|600px|none|Bishop with a Scout Tactical during the gymnasium level.]] | [[Image:R6V2-SCOUT-1.jpg|thumb|600px|none|Bishop with a Scout Tactical during the gymnasium level.]] | ||
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=Machine Guns= | =Machine Guns= | ||
− | Machine guns offer moderate damage, high ammunition capacity, but slow reload. MG's can be modified with reflex scopes, laser sights, rifle scopes and recoil control stocks. All machine guns are limited to full-auto fire and have a capacity of 100 rounds (100+1 for the MG36). | + | Machine guns offer moderate damage, high ammunition capacity, but slow reload. MG's can be modified with reflex scopes, laser sights, rifle scopes and recoil-control stocks. All machine guns are limited to full-auto fire and have a capacity of 100 rounds (100+1 for the magazine-fed MG36). |
==Heckler & Koch HK21E== | ==Heckler & Koch HK21E== | ||
− | The [[ | + | The [[Heckler & Koch HK21E]] is in the game as simply the "21E". It is used by the terrorists often, and is the first weapon unlocked for the player through Assault points; Michael Walters will also tote the weapon for no particular reason during the ending cutscene, despite his preference across the entire rest of the game for the Mk 46. Despite the appearance of a fire-selector switch and the appropriate markings, the HK21E is restricted to full-auto fire. |
[[Image:HK21E.jpg|thumb|none|500px|Heckler & Koch HK21E machine gun - 7.62x51mm NATO]] | [[Image:HK21E.jpg|thumb|none|500px|Heckler & Koch HK21E machine gun - 7.62x51mm NATO]] | ||
[[Image:RSV2hk21e.jpg|thumb|none|600px|Bishop wields an HK21E. Note the short picatinny rail on top.]] | [[Image:RSV2hk21e.jpg|thumb|none|600px|Bishop wields an HK21E. Note the short picatinny rail on top.]] | ||
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==Heckler & Koch MG36== | ==Heckler & Koch MG36== | ||
− | The [[ | + | The [[Heckler & Koch MG36]] is frequently used by enemies in the game, and is unlocked at the fourth Assault level. Despite being based on a regular G36 rifle, the MG36 is restricted to full-auto only, even though the real weapon can fire in semi-auto, full-auto and optional 2-round burst modes. The gun is correctly portrayed with usable selector switch in the Ghost Recon series, another title endorsed by [[Tom Clancy]]. |
[[Image:MG36.jpg|thumb|none|500px|Heckler & Koch MG36 with Beta-C drum magazine - 5.56x45mm NATO]] | [[Image:MG36.jpg|thumb|none|500px|Heckler & Koch MG36 with Beta-C drum magazine - 5.56x45mm NATO]] | ||
− | [[Image:R6V2-MG36-2.jpg|thumb|none|600px|Bishop wields a factory-stock MG36. The rail on the top appears to be fictional, as H&K never offered carrying handles with full-length accessory rails.]] | + | [[Image:R6V2-MG36-2.jpg|thumb|none|600px|Bishop wields a factory-stock MG36. The rail on the top appears to be fictional, as H&K never offered carrying handles with both full-length accessory rails and an integrated sight.]] |
[[Image:RSV2mg36.jpg|thumb|none|600px|An MG36 in the game equipped with a telescoping sight.]] | [[Image:RSV2mg36.jpg|thumb|none|600px|An MG36 in the game equipped with a telescoping sight.]] | ||
[[Image:RSV2mg36reload.jpg|thumb|none|600px|Reloading an MG36 in the game.]] | [[Image:RSV2mg36reload.jpg|thumb|none|600px|Reloading an MG36 in the game.]] | ||
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[[Image:R6V2-MG36-3.jpg|thumb|none|600px|Bishop uses the Snake Cam to spy on an unsuspecting terrorist armed with an MG36.]] | [[Image:R6V2-MG36-3.jpg|thumb|none|600px|Bishop uses the Snake Cam to spy on an unsuspecting terrorist armed with an MG36.]] | ||
− | ==FN | + | ==FN Minimi SPW== |
− | The [[FN Minimi | + | The [[FN Minimi SPW]] is in the game as "M249 SPW". It is fitted with an E2-type butt-stock, while the real SPW has a Para-type collapsible stock. Strangely though, it appears with collapsible stock on the weapon selection quick-menu, and its icon in the outfitting menu shows it in a mounted configuration, with a ballistic shield around the handguard and two-handed mounted grip/trigger instead of the pistol grip and stock. It is the seventh weapon unlocked via Assault points, for what little that's worth as, save for the raised upper portion of the handguard and slight differences in the coloration, it is completely identical in looks ''and'' stats to the starting Mk 46 below. |
[[Image:FNminimiSPW.jpg|thumb|none|400px|FN Minimi SPW - 5.56x45mm]] | [[Image:FNminimiSPW.jpg|thumb|none|400px|FN Minimi SPW - 5.56x45mm]] | ||
[[Image:RSV2m249.jpg|thumb|none|600px|Bishop wields an unmodified M249 SPW.]] | [[Image:RSV2m249.jpg|thumb|none|600px|Bishop wields an unmodified M249 SPW.]] | ||
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[[Image:R6V2-M249-5.jpg|thumb|600px|none|All the turrets in the game have unlimited ammo, but must be reloaded when the 100-round ammo can runs out.]] | [[Image:R6V2-M249-5.jpg|thumb|600px|none|All the turrets in the game have unlimited ammo, but must be reloaded when the 100-round ammo can runs out.]] | ||
− | == | + | ==MK 46 Mod 0== |
− | The [[ | + | The [[Mk 46 Mod 0]] appears in the game as "MK46". It is the primary weapon used by Michael Walters in Bishop's team, and is the default machine gun available to Bishop as well. |
− | [[ | + | [[File:Mk 46 Mod 0.jpg|thumb|none|450px|FN Mk 46 Mod 0 machine gun - 5.56x45mm]] |
[[Image:R6V2-MK46-1.jpg|thumb|none|600px|Michael Walters armed with a stock MK 46 Mod 0 machine gun. It is "stock", because the grip is always equipped to the gun and cannot be removed.]] | [[Image:R6V2-MK46-1.jpg|thumb|none|600px|Michael Walters armed with a stock MK 46 Mod 0 machine gun. It is "stock", because the grip is always equipped to the gun and cannot be removed.]] | ||
[[Image:R6V2-MK46-2.jpg|thumb|none|600px|Bishop wields an MK 46 Mod 0 fitted with a reflex sight.]] | [[Image:R6V2-MK46-2.jpg|thumb|none|600px|Bishop wields an MK 46 Mod 0 fitted with a reflex sight.]] | ||
[[Image:R6V2-MK46-3.jpg|thumb|none|600px|Bishop guns down a goon with a scoped MK 46 Mod 0 machine gun.]] | [[Image:R6V2-MK46-3.jpg|thumb|none|600px|Bishop guns down a goon with a scoped MK 46 Mod 0 machine gun.]] | ||
[[Image:R6V2-MK46-4.jpg|thumb|none|600px|Bishop takes cover with the scoped MK 46 Mod 0.]] | [[Image:R6V2-MK46-4.jpg|thumb|none|600px|Bishop takes cover with the scoped MK 46 Mod 0.]] | ||
− | [[Image:R6V2-MK46-5.jpg|thumb|none|600px|First part of the long reloading sequence: Here pictured Bishop removing the | + | [[Image:R6V2-MK46-5.jpg|thumb|none|600px|First part of the long reloading sequence: Here pictured Bishop removing the box.]] |
[[Image:R6V2-MK46-6.jpg|thumb|none|600px|Misaligned sights of the MK 46 Mod 0.]] | [[Image:R6V2-MK46-6.jpg|thumb|none|600px|Misaligned sights of the MK 46 Mod 0.]] | ||
[[Image:R6V2-MK46-7.jpg|thumb|none|600px|Bishop with an almost empty MK 46 Mod 0. Note how the bullets actually disappeared from the belt. This is an extremely rare sight in video games.]] | [[Image:R6V2-MK46-7.jpg|thumb|none|600px|Bishop with an almost empty MK 46 Mod 0. Note how the bullets actually disappeared from the belt. This is an extremely rare sight in video games.]] | ||
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==AN/M14 Incendiary Grenade== | ==AN/M14 Incendiary Grenade== | ||
The [[AN/M14 incendiary grenade]] sets its victims on fire. Also disrupts thermal vision for a short time. | The [[AN/M14 incendiary grenade]] sets its victims on fire. Also disrupts thermal vision for a short time. | ||
− | [[ | + | [[File:AN-M14 Incendiary Grenade.jpg|thumb|150px|none|AN/M14 incendiary grenade, pre-1987 version]] |
[[Image:R6V2-ANM14-3.jpg|thumb|600px|none|The "Incendiary" during gadget selection.]] | [[Image:R6V2-ANM14-3.jpg|thumb|600px|none|The "Incendiary" during gadget selection.]] | ||
[[Image:R6V2-ANM14.jpg|thumb|600px|none|Close-up of an AN/M14 grenade on the ground.]] | [[Image:R6V2-ANM14.jpg|thumb|600px|none|Close-up of an AN/M14 grenade on the ground.]] | ||
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==C4 Charge== | ==C4 Charge== | ||
− | Remotely detonated explosive charge used in both SP and MP modes. Can be used to "open" doors. | + | Remotely detonated explosive charge used in both SP and MP modes. Can be used to "open" doors, as a more lethal alternative to the breaching charge. |
[[Image:R6V2-C4.jpg|thumb|600px|none|Close-up of a C4 charge.]] | [[Image:R6V2-C4.jpg|thumb|600px|none|Close-up of a C4 charge.]] | ||
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==M47 CS Grenade== | ==M47 CS Grenade== | ||
− | The [[M47 CS grenade]] appears as "Tear Gas" in the game, and can only be used in MP. An XM50 Gas Mask can be used to protect against | + | The [[M47 CS grenade]] appears as "Tear Gas" in the game, and can only be used in MP. An XM50 Gas Mask can be used to protect against it multiplayer. This item is often restricted during multiplayer matches. |
[[Image:XM47E3.jpg|thumb|none|150px|XM47E3 (standardized as the M47) CS grenade]] | [[Image:XM47E3.jpg|thumb|none|150px|XM47E3 (standardized as the M47) CS grenade]] | ||
[[Image:R6V2-XM47E3-1.jpg|thumb|none|600px|The "Tear Gas" during gadget selection. This CS grenade is one of the few equipment that cannot be used in the SP or CO-OP part of the game.]] | [[Image:R6V2-XM47E3-1.jpg|thumb|none|600px|The "Tear Gas" during gadget selection. This CS grenade is one of the few equipment that cannot be used in the SP or CO-OP part of the game.]] | ||
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==M67 Hand Grenade== | ==M67 Hand Grenade== | ||
− | The [[M67 hand grenade | + | The [[M67 hand grenade]] is the resident fragmentation grenade in the game. The amount of grenades the player can carry depends on the selected difficulty level, with Recruit allowing 10, Normal 5, and Realistic 2; the player's AI teammates also carry 10 grenades combined, and can be ordered to throw them when under the Assault rules of engagement. |
[[Image:M67.jpg|thumb|none|160px|M67 High-Explosive Fragmentation hand grenade]] | [[Image:M67.jpg|thumb|none|160px|M67 High-Explosive Fragmentation hand grenade]] | ||
[[Image:R6V2-Frag-2.jpg|thumb|600px|none|The "Frag Grenade" during gadget selection.]] | [[Image:R6V2-Frag-2.jpg|thumb|600px|none|The "Frag Grenade" during gadget selection.]] | ||
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==M84 Stun Grenade== | ==M84 Stun Grenade== | ||
The [[M84 stun grenade]] appears as "Flashbang" in the game. | The [[M84 stun grenade]] appears as "Flashbang" in the game. | ||
− | [[ | + | [[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]] |
[[Image:R6V2-Stun-1.jpg|thumb|600px|none|The "Flashbang" during gadget selection.]] | [[Image:R6V2-Stun-1.jpg|thumb|600px|none|The "Flashbang" during gadget selection.]] | ||
[[Image:R6V2-XM84.jpg|thumb|600px|none|A thrown M84 grenade in the game.]] | [[Image:R6V2-XM84.jpg|thumb|600px|none|A thrown M84 grenade in the game.]] | ||
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==Cut Weapons== | ==Cut Weapons== | ||
The following weapons didn't make it to the final version of the game, yet their icons can be found among the files for the PC version. Some of these guns can be seen behind Bishop during weapon selection. | The following weapons didn't make it to the final version of the game, yet their icons can be found among the files for the PC version. Some of these guns can be seen behind Bishop during weapon selection. | ||
− | [[Image:R6V-CutWeapons.jpg|thumb|600px|none|From left to right: [[SIG-Sauer P226]], [[ Heckler & Koch UCP]], [[IMI Uzi]], [[ | + | [[Image:R6V-CutWeapons.jpg|thumb|600px|none|From left to right: [[SIG-Sauer P226]], [[ Heckler & Koch UCP]], [[IMI Uzi]], [[SR-2M Veresk]], [[Daewoo USAS-12]], [[Saiga 12K]], [[Mossberg 500 Cruiser]], [[PKM]], [[Ultimax 100|ST Kinetics Ultimax 100 Mark 2]], [[M60E3]], [[SIG SG 550 SR]] and [[Accuracy International AS50]] without scope.]] |
− | + | {{Tom Clancy Series}} | |
[[Category:Video Game]] | [[Category:Video Game]] | ||
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[[Category:First-Person Shooter]] | [[Category:First-Person Shooter]] | ||
[[Category:Tom Clancy]] | [[Category:Tom Clancy]] |
Latest revision as of 18:41, 20 December 2023
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Tom Clancy's Rainbow Six: Vegas 2 is a first-person tactical shooter, the 2008 sequel of Rainbow Six: Vegas. All the weapons and features from Vegas 1 return, along with various new ones: The player is now allowed to sprint for a short distance, customize his character much more deeply, and can use new weapons and attachments. The game correctly tracks the +1 round in the chamber for closed-bolt weapons, and most weapons feature usable fire-mode selector switches with correct firing modes. New to the game is the "Persistent Elite Creation" system, wherein players can modify their character how they see fit, with new levels available in both the typical experience/rank system (unlocking new options for armor and clothing for the player character) and the "ACES" system (unlocking new weapons). ACES points are split between Marksman (kills made at long ranges, with headshots, while on a rope or against enemies on a rope themselves, which unlock sniper rifles and pistols or assault rifles that emphasize long-range accuracy), Assault (kills with explosives, by shooting an enemy through cover, or on enemies utilizing ballistic shields or a mounted machine gun, which unlock machine guns and more powerful pistols or assault rifles), and CQB (kills at short ranges, from behind, on enemies whose vision is impaired, or while blind-firing, which unlock shotguns, submachine guns and machine pistols).
The following weapons appear in the video game Rainbow Six: Vegas 2:
Handguns
Handguns act as tertiary weapons in the single-player campaign or terrorist hunt, and as secondaries in competitive multiplayer. Handguns can be used in conjunction with a riot shield (which is the last unlock for CQB points), or while rappelling on a rope. Pistols can be modified with high-capacity magazines or laser sights on top of a detachable suppressor. All pistols have unlimited reserve ammunition in all game modes.
Beretta 92FS
The Beretta 92FS appears in the game as the "92FS", and can be fully modified. It is the fourth weapon unlocked with Marksman points from the ACES system. It can be seen as the sidearm used by the LVPD SWAT officers and terrorists in the game. Interestingly, the in-game 92FS has a skeleton hammer as opposed to the standard ring hammer. Also note that in all of the screencaps below, the safety switch is on.
Glock 18C
The Glock 18C appears in the game as "G18" and can be modified with a laser sight and high capacity magazines, but no suppressor (as the compensator cuts in the barrel would make such an addition quite useless), as the fourth weapon unlocked through CQB points. It is used as a sidearm by some terrorists, and is Gabriel Nowak's sidearm of choice. It features a full-auto fire mode unique among the pistols of the game. Its standard magazine is a 10-round low-capacity civilian magazine. Using the extended magazine attachment swaps those mags out for standard capacity 17-round mags. The real world model used for the gun in the game is a KWA airsoft G18C, which is attested to by the built in compensator on the top (only seen in the airsoft gun) and the lack of engravings. An interesting note about this gun is that when it is fired the breach is never opened, rather the integrated compensator open up and releases the spent casings (this is of course not the case with the real weapon). The situation gets stranger given the fact that a much more accurately modeled G18C was used in a previous Ubisoft game, Ghost Recon Advanced Warfighter 2, which even had an appropriately-shaped muzzle flash for its compensator port.
Heckler & Koch Mark 23 Mod 0
The Heckler & Koch Mk 23 Mod 0 appears in the game as the "MK.23" and can be modified like all the pistols. It is the most popular pistol on online servers, owing to it being the most powerful of the three starting handguns. In game it is the standard sidearm used by the Rainbow team. Riot shield terrorists are seen exclusively carrying this pistol. The Mark 23 is one of the pistols that is used in every Rainbow Six video game; in the novels, it became Rainbow's sidearm during the events of Dead or Alive.
Heckler & Koch USP40
The Heckler & Koch USP40 appears in the game as the .40 caliber variant "USP40", returning from previous Rainbow Six games as one of the starting handguns, and can be fully modified. It is used by some of the Rainbow operatives.
IMI Desert Eagle Mark I
The IMI Desert Eagle Mark I appears simply as "Desert Eagle" in the game, and is the second weapon unlocked via Assault points. It can be modified with a laser sight and high-capacity magazines, but cannot accept a sound suppressor. It incorrectly holds 7 rounds (suggesting that it is the .50AE Mark XIX), despite this particular model being only chambered in .357 Mag and having a 9-round capacity (the high-capacity mags attachment fixes this). It is the side arm of some terrorists in game (Miguel Cabrero carries two, as he drops one, and then tries to pull another out - bad idea when at gunpoint).
Taurus Raging Bull
The Taurus Raging Bull revolver appears in the game as the fifth weapon unlocked with Assault points, it can only be modified with a laser. Despite being a sidearm, it is used as a main weapon by some of the terrorists in game. The one used in the game is most likely chambered for .44 Magnum due to its 6-round cylinder capacity and massive power.
Walther P99
The Walther P99 is the only new usable sidearm in the game, and is one of the three beginning handguns alongside the USP and Mark 23. It is chambered in .40 S&W and holds 12+1 rounds. Can be modified like all the pistols. It is (quite rarely) seen in terrorist hands.
Submachine Guns
Submachine guns offer high cycling rate, good range and damage, but terrible accuracy when blindfiring. Submachine guns can be modified with a suppressor alongside a reflex scope, ACOG, rifle scope, laser sight or high-capacity magazine, unless noted otherwise.
Brügger & Thomet MP9
The Brügger & Thomet MP9 is in the game as the "MP9", as one of the starting SMGs that can be modified with everything.
Sa. Vz. 83 Skorpion
The Sa. Vz. 83 Skorpion appears in the game as the "Skorpion VZ83" chambered in .380 ACP, and can be modified with everything except for the ACOG, and is the seventh weapon unlocked through CQB points. It is occasionally used by terrorists in game. The PC version allows for semi-auto fire as well as the default full-auto option, but the sights become misaligned in first-person after a single shot in this mode until the weapon is un- and re-aimed.
FN P90 / P90TR
The FN P90 is in the game, as the fifth weapon unlocked through CQB points, and can be modified with everything except the extended magazine. Has an incorrect 3-round burst fire option. Like in Vegas, the P90 turns into a FN P90 TR once a reflex sight, ACOG or rifle scope gets mounted on it. Occasionally, terrorists will be equipped with this weapon.
Heckler & Koch MP5N/MP5A5
The Heckler & Koch MP5N is in the game as the "MP5N" cosign used by the United States Navy and the SEALs, the default SMG in the game as it was in the first Vegas, and is modifiable like all weapons in the game. It is used by Rainbow (especially Gabe and Logan in the first level), LVPD SWAT, and by the terrorists. The in-game model is of the MP5N, meaning that the 3-round burst setting is absent from the left side of the gun, but it nevertheless has a three-round burst setting, making it an MP5A5.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 is in the game, it can be modified with everything except the extended magazine and is unlocked at the sixth CQB level. The MP7A1 is used with a suppressor and reflex sight by several Rainbow operatives; it is the secondary weapon for both Jung Park and Michael Walters when told to go silent.
Heckler & Koch UMP45
The Heckler & Koch UMP45 is in the game, and is the second weapon unlocked via CQB points. It can be modified with everything. Holds 25+1 rounds and has an additional 2-round burst mode. It is often used by terrorists later in game.
IMI Uzi
The IMI Uzi can be seen in the armory behind Bishop in the character customization, but is not usable in game. It is one of the planned weapons, see the "Cut Weapons" section below.
Ingram MAC-11
The Ingram MAC-11, referred to as the "M11" is in the game, one of the starting SMGs alongside the MP5N and MP9, and like the other weapons, it can be modified. It is often seen in terrorist hands. Uses 32-round magazines by default. One note of interest is that it's modeled after the semi-auto civilian legal M11 that is modified to full auto. Its closed bolt is the telltale sign. This machine pistol has an extremely high rate of fire and is difficult to control given that its stock cannot be extended.
Jianshe QCQ-05
The Jianshe QCQ-05 appears in the game as the "Type 05", as the eighth weapon unlocked through CQB points. It is one of the more powerful submachine guns in-game, has a 3-round burst mode and can be modified with everything except for the high capacity magazine (which it certainly does not need). The QCQ-05 can be seen in terrorist hands fairly often.
Steyr AUG Para
The Steyr AUG Para is seen in the game as a submachine gun with a high cyclic rate, and can be modified with everything. It is the ninth weapon unlocked through CQB points. It is fed from 25-round Steyr MPi 69/81 magazines. It is used by LVPD SWAT and by terrorists. As with the AUG A3, the in-game depiction of this weapon ditches the AUG's two-stage trigger (squeeze halfway for single shots, pull all the way for full-auto) in favor of a fire selector, as the 2-stage trigger would be impossible to depict for PC players.
Shotguns
Shotguns offer devastating power from short to medium ranges. Unlike in many video games, shotguns have realistic range, and can kill enemies not only from point-blank range. Shotguns can be modified with reflex sights, scopes (ACOG and rifle) or laser sights. For an unknown reason, the +1 shell in the chamber is not counted for the pump-action shotguns.
Benelli M3 Super 90
The Benelli M3 Super 90 appears in the game as "M3", and is one of two starting shotguns in the game. Holds 8 shells, while the real M3's max capacity is 7. It is portrayed as pump-action only, whereas the real version is convertible pump/semi.
C-More Systems M26 Modular Accessory Shotgun System
The stand-alone version of the M26 Modular Accessory Shotgun System appears in the game as "XM-26 LSS" (Lightweight Shotgun System), and is the third weapon unlocked through CQB points. Has a 5+1 shell capacity. Puzzlingly, the M26 in the game is select-fire, while the real one is a straight-pull bolt action; the bolt-action mechanism instead repurposed as a charging handle for rechambering the weapon after an empty reload.
Daewoo USAS-12
Another cut weapon is the USAS-12. It can be seen in the armory behind Bishop in the character customization, but is not usable in game.
Franchi SPAS-12
The Franchi SPAS-12 appears in the game as "SPAS 12", and is the first weapon unlocked via CQB points. Like in most video games, it operates in pump-action mode only while the actual SPAS is a select-fire semi-auto/pump-action shotgun, with the pump-action mode meant solely for lower-powered less-lethal shells. Appears with an 8-round military tube. On the weapon selection quick-menu, the stock is folded.
Mossberg 500 Tactical
The Mossberg 500 appears in the game as the "500 Tactical" (in the "New Weapons" trailer it was called "Tactical 500", but got renamed to "500 Tactical" before release). It is fitted with a heat-shield, a short picatinny rail on top and a pistol grip combined with a fixed stock. Can be fully modified. It is used often by the terrorists in the game. The M500 is the tenth and final weapon to be unlocked with CQB points.
Remington 870 MCS
The Remington 870 MCS appears in the game with an 8-shell capacity. Terrorists use this weapon fairly often, and it is one of the starting shotguns available to the player.
Assault Rifles / Battle Rifles
Assault and battle rifles can be modified with reflex sights, ACOG's, 6X scopes, lasers and high-capacity magazines alongside a detachable suppressor.
AK-47
The AK-47 is the last assault rifle that can be unlocked in the game, the tenth weapon for Assault points. It may be a little bit outdated for a special operations team, but still, it is one of the most powerful weapons with superb penetrating power and moderate accuracy. The specific variant used in game is the original Type I AK-47 which featured a unique stamped receiver, and is incorrectly modeled with a 5.45x39mm AK-74-type magazine.
AKS-74U
The AKS-74U is a new assault rifle available for use, and is the sixth weapon unlocked via Assault points. It can be seen in terrorist hands in the game. Appears with steel magazines. It is the most popular gun online. In the trailers, it says the AKS-74U is chambered in 7.62x39mm, but in game, it doesn't share ammo with the AK-47, so it might have been fixed when the game was actually released. The actual model for the gun appears to be based on the in game AK-47 but with a folding stock, flash hider, shortened barrel and relocated sights, featuring the same Type I stamped receiver.
Barrett M468
The Barrett M468 is one of the new additions to the Rainbow arsenal, the third weapon unlocked with Marksman points. It can be seen used by terrorists in the Nevada Desert in game. Appears as "M468". Note that despite being capable of automatic fire, the selector only has "SAFE" and "FIRE" positions and the lower receiver lacks a hole for the autosear above the selector.
Enfield L85A2
The Enfield L85A2 can be seen in game and can be equipped with everything. A Rainbow operative can be seen using this rifle in one of the game's levels. The L85A2 has the sound of the AK-47 from the original Rainbow Six: Vegas, despite having two different calibres. Curiously, the developers have depicted the L85 with pistol-style iron sights, rather than the correct ghost-ring style rear-sight.
FN FNC
In Vegas 2, the developers went back to the roots and brought back various things that did not make it to the first Vegas; including several guns, maps, and even weapon attachments. The FN FNC is one of those weapons, which were available in Rogue Spear and Raven Shield, but were left out of Vegas. It is the eighth weapon unlocked through Assault points. The FNC can be equipped with all assault rifle attachments. It is sometimes used by Rainbow operatives and is very often used by the terrorists.
FN SCAR-H CQC
The First Generation FN SCAR-H CQC is in the game, it is one of the default assault/battle rifles and can be modified with everything. It still incorrectly holds 30 rounds per magazine. It is extensively used by Rainbow and is often seen in terrorist use. It is Gabriel Nowak's weapon of choice along with his MP5N in the prologue mission.
FAMAS F1
The FAMAS F1, with a correct 25+1-round capacity, is in the game as the "FAMAS", one of the default assault rifles that can be modified with everything. It can sometimes be seen in terrorist hands.
Heckler & Koch G3KA4
The Heckler & Koch G3KA4 is in the game, it can be modified with everything. It is the third weapon unlocked with Assault points. It is occasionally used by terrorists. There are some inaccuracies in that it has a 30 round magazine capacity despite being modeled with the 20-round magazine.
Heckler & Koch G36C
The Heckler & Koch G36C is in the game, it can be modified with everything. It is teammate Jung Park's primary weapon, and is available for Bishop's use from the beginning.
Heckler & Koch XM8
The Heckler & Koch XM8 appears in the game as the "M8", it can be modified with everything. It is obtained late in the game, as the eighth weapon unlocked through Marksman points, and Bishop him/herself is the only user of this weapon. The in-game version is based on the late XM8 R variation adopted by the Royal Malaysian Navy, which has an accessory rail that extends to the end of the carrying handle.
IMI Tavor TAR-21
The Tavor TAR-21 is in the game and can be modified with everything. Now it correctly appears as "TAR21", not as "MTAR21" as in the original. It is the second weapon unlocked through Marksman points, and is very popular on online servers due to their high rate of fire. It has no iron sights available; attempting to use it without a scope attachment of some kind gives it the MARS sight. An upside to this is that you can use either of the non-optical attachments while having the equivalent of the reflex sight. It is sometimes used by Rainbow operatives and is quite common in terrorist use.
IMI Tavor MTAR-21 Prototype
The TAR-21 (still) shows up as the MTAR-21 Prototype on the weapon selection quick-menu.
SIG SG 552
The SIG SG 552 appears in the game as the "552 Commando", as the default assault rifle, and can be modified with everything. It is one of the assault rifles used by the Rainbow team (it is the preferred rifle of both Logan and "Ding" Chavez) and is also sometimes used by terrorists. Like in most games, it has a 30 round magazine capacity despite being modeled with the 20-round mag. Apparently not a single development team has seen what the 30-round mag looks like (it extends past the pistol grip in terms of height).
Steyr AUG A3-CQC
The Steyr AUG A3-CQC is in the game as the "AUG A3" and can be modified with everything. It is the fifth weapon unlocked through Marksman points. It is occasionally used by the terrorists. Like the AUG Para, its two-stage trigger is dumped in favor of a fire selector.
Sniper Rifles
Sniper rifles are the most powerful weapons in the game, although the low rate of fire and the shortage of maneuverability in close-quarters can be a problem. Sniper rifles can be modified with 6X, 12X or variable zoom (6X and 12X) scopes. To make aiming harder and more realistic, sniper rifles have no hip-fire crosshairs except when hiding behind cover, where they will use the normal cross-shaped reticule. An interesting note is that weapon attachments are not visible on dropped weapons. This is most obvious with the sniper rifles, as, even though the only attachments available for them are scopes, they are not exempt and will appear scopeless when dropped.
Accuracy International Arctic Warfare
The Accuracy International Arctic Warfare is the one of the new usable sniper rifles in the game. It appears in the game as "L96 Arctic Warfare". This is the tenth and last weapon to be unlocked with Marksman Points.
Accuracy International AS50
The Accuracy International AS50 can be seen in the armory behind Bishop in the character customization, but is not usable in the game.
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 is in the game, but is limited to hold 5 rounds. The PSG-1 is the standard Rainbow sniper rifle, but nevertheless is the sixth weapon unlocked through Marksman points.
Izhmash SV-98
The Izhmash SV-98 appears in the game as the "SV-98". It is often used by terrorist snipers in the game, contrary to its real-world use by Russian counter-terrorist units. It is the first weapon unlocked via Marksman points.
Knight's Armament Company SR-25
The Knight's Armament SR-25 appears in the game as "SR-25 SD", and is fitted with a non-removable suppressor, making it the only dedicated sniper rifle that can utilize one. For balancing purposes, it holds only 5+1 rounds. Can be seen used by Rainbow operatives in game, and is one of two starting sniper rifles. Unlike any other weapon in the game, it does not eject empty casings when fired, probably due to a coding glitch.
Remington/USMC M40A1
The M40A1 appears in the game with a wooden camouflage finish, and like the other sniper rifles, it can be modified with various scopes. It is the fourth weapon unlocked through Marksman points. The rifle is incorrectly portrayed with a 5-round detachable box magazine instead of an internal magazine that is loaded one round at a time - the M40A5 is the variant that is fed from a 5-shot box magazine. A note of interest is that the A5 version wasn't even introduced when the game was made. It is used by a terrorist sniper in the Refinery.
Steyr Scout Tactical
The Steyr Scout Tactical appears in the game as "Scout Tactical", and is one of two starting sniper rifles. A few of the terrorist snipers use this rifle. Like every other sniper rifle, it has a 5+1 round capacity.
Machine Guns
Machine guns offer moderate damage, high ammunition capacity, but slow reload. MG's can be modified with reflex scopes, laser sights, rifle scopes and recoil-control stocks. All machine guns are limited to full-auto fire and have a capacity of 100 rounds (100+1 for the magazine-fed MG36).
Heckler & Koch HK21E
The Heckler & Koch HK21E is in the game as simply the "21E". It is used by the terrorists often, and is the first weapon unlocked for the player through Assault points; Michael Walters will also tote the weapon for no particular reason during the ending cutscene, despite his preference across the entire rest of the game for the Mk 46. Despite the appearance of a fire-selector switch and the appropriate markings, the HK21E is restricted to full-auto fire.
Heckler & Koch MG36
The Heckler & Koch MG36 is frequently used by enemies in the game, and is unlocked at the fourth Assault level. Despite being based on a regular G36 rifle, the MG36 is restricted to full-auto only, even though the real weapon can fire in semi-auto, full-auto and optional 2-round burst modes. The gun is correctly portrayed with usable selector switch in the Ghost Recon series, another title endorsed by Tom Clancy.
FN Minimi SPW
The FN Minimi SPW is in the game as "M249 SPW". It is fitted with an E2-type butt-stock, while the real SPW has a Para-type collapsible stock. Strangely though, it appears with collapsible stock on the weapon selection quick-menu, and its icon in the outfitting menu shows it in a mounted configuration, with a ballistic shield around the handguard and two-handed mounted grip/trigger instead of the pistol grip and stock. It is the seventh weapon unlocked via Assault points, for what little that's worth as, save for the raised upper portion of the handguard and slight differences in the coloration, it is completely identical in looks and stats to the starting Mk 46 below.
The M249 SPW sometimes appears as an emplaced turret.
MK 46 Mod 0
The Mk 46 Mod 0 appears in the game as "MK46". It is the primary weapon used by Michael Walters in Bishop's team, and is the default machine gun available to Bishop as well.
Explosives
AN/M14 Incendiary Grenade
The AN/M14 incendiary grenade sets its victims on fire. Also disrupts thermal vision for a short time.
Breaching Charge
Used to breach locked doors. Teammates can also be ordered to use them.
C4 Charge
Remotely detonated explosive charge used in both SP and MP modes. Can be used to "open" doors, as a more lethal alternative to the breaching charge.
M18 Smoke Grenade
The M18 smoke grenade can be used to lay down smoke screen. Often used by terrorists. Unlike in the first game in the series, now the teammates can be ordered to throw smoke grenades to the designated location.
M47 CS Grenade
The M47 CS grenade appears as "Tear Gas" in the game, and can only be used in MP. An XM50 Gas Mask can be used to protect against it multiplayer. This item is often restricted during multiplayer matches.
M67 Hand Grenade
The M67 hand grenade is the resident fragmentation grenade in the game. The amount of grenades the player can carry depends on the selected difficulty level, with Recruit allowing 10, Normal 5, and Realistic 2; the player's AI teammates also carry 10 grenades combined, and can be ordered to throw them when under the Assault rules of engagement.
M84 Stun Grenade
The M84 stun grenade appears as "Flashbang" in the game.
Other Weapons
LPO-50 Flamethrower
The LPO-50 flamethrower is seen on various posters and images promoting Far Cry 2.
Cut Weapons
The following weapons didn't make it to the final version of the game, yet their icons can be found among the files for the PC version. Some of these guns can be seen behind Bishop during weapon selection.