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Battlefield 3

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Battlefield 3 for current discussions. Content is subject to change.

Battlefield 3
Battlefield 3 (2011) cover.jpg
PC Boxart
Release Date: 2011
Developer: DICE
Publisher: EA
Series: Battlefield
Platforms: PC
Xbox 360
Playstation 3
Genre: First-Person Shooter

Battlefield 3: Back to Karkand (2011) DLC.
Battlefield 3: Close Quarters (2012) DLC.
Battlefield 3: Armored Kill (2012) DLC.
Battlefield 3: Aftermath (2012) DLC.
Battlefield 3: End Game (2013) DLC.

Battlefield 3 (also known as BF3) is the twelfth installment of the Battlefield series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the Bad Company games.

The following weapons appear in the video game Battlefield 3:


Unlike earlier DICE games like Battlefield: Bad Company 2 and Medal of Honor's multiplayer, weapons in Battlefield 3 correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.


Beretta M9

In the beginning of the single-player mission "Semper Fidelis" and "The Great Destroyer", Blackburn acquires a Beretta M9. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.

Beretta M9 - 9x19mm
Blackburn holds an M9 at the start of the introductory mission "Semper Fidelis." This one of only two times in the entire campaign the player character has a sidearm.
The M9 pistol in Multiplayer.
The M9's iron sights.
Reloading the M9 pistol. The slide doesn't lock quite as far back as it's supposed to.
The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.


The M9's model is also modified to be the "93R" in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.

Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum
An actual Beretta 93R for comparison - 9x19mm Parabellum
The player character in multiplayer holds his fake Beretta 93R on an F/A-18 Hornet he found grazing in a field. Note the two-handed grip.
Iron sights of the Beretta.
Dropping out the magazine.
After replacing the magazine, the player character operates the slide release; note the projecting base of the 20-round magazine.

Glock 17

The Glock 17 is shown in an official screenshot for the Battlelog. Called "G17C", although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.

A Generation 3 Glock 17 - 9x19mm
A Russian soldier with the Glock 17 faces down an avenue toward the Eiffel Tower.
Aiming down the G17.
The Glock 17's reload - dumping out a magazine from empty. The slide isn't fully locked back enough to actually engage the slide stop.
In with a new 17-rounder magazine, which briefly clips through the back of the grip.
A dead PLR soldier with a Glock 17 at his side.

Glock 18

The third generation Glock 18 appears as the "G18". It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.

Glock 18 (3rd Generation) - 9x19mm
G18 Battlelog render.
First-person view of the Glock 18.
ADS view.
Reloading; note the fire selector.

MEU(SOC) Pistol

The USMC variant of the M1911, the M45, can be used if the player is a Battlefield Veteran or was a member of the EA Gun Club (now part of Battlelog). It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named M1911 S-TAC) exist, but prior to the release of the End Game DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called "All about precision". After completing it (which require 20 headshots with pistols), the pistol is unlocked.

MEU(SOC) Pistol - .45 ACP
A US Marine patrols the Caspian Border forest with his .45 pistol.
The tritium sights of the MEU(SOC). Here it's possible to see the lack of an ambidextrous safety.
The MEU(SOC) has its own unique (and more detailed) reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.
Lining up a loaded magazine with the magwell. Note that the "MODEL 1911-A1" and "CAL.45" markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.
Thumbing the slide catch to make ready again with the M45.
The Marine vaults over a fence with his MEU(SOC) pistol, appreciative of the fact that he actually has legs in this game.

MP-412 REX

The MP-412 REX revolver returns from Bad Company and Bad Company 2 as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in Bad Company 2, the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to "flicking" them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.

MP-412 REX - .357 Magnum
The player character in multiplayer holds an MP-412 REX.
Iron sights of the MP-412 REX.
Pictured: the automatic extractor in action. Not pictured: Antigravity field generator.
Inserting new .357 Magnum rounds with a speedloader.

MP-443 Grach

The MP-443 Grach returns from Bad Company 2 and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.

MP-443 Grach - 9x19mm
Vladimir uses his MP-443 as one of Solomon's men demonstrates how not to steal a car stereo.
Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.
Holding the MP-443 Grach.
Iron sights.
Mid-magazine reload.

Taurus Model 44

The Taurus Model 44 appears as an unlockable sidearm, and can be fitted with a scope. Appears as ".44 Magnum", one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.

Taurus Model 44 with 6" barrel - .44 Magnum
Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.
Blackburn soon finds himself getting a closer look at the barrel.
Prior to the start of "Uprising," Solomon is seen aiming his Taurus at an injured Marine.
Brandishing the Taurus .44 atop the USS Essex in the Pacific, alongside some Marine aircraft.
Aiming the Taurus.
It reloads with the distinct stressfire technique, something that was rarely seen in games before Battlefield 3. Here, the user palms out the spent cartridges.
And then right-hands in a speedloader of .44.
Then the cylinder is rather dramatically ratcheted shut - the cartridges are a bit off-position, though.

Dog Tag Weapons

A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found only on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.

Dog Tag Pistols.

Beretta "93R" Dog Tag 100/500 kill - Beretta 93R / Fake "92R"
Beretta M9 Dog Tag 100/500 kill - Beretta M9 / Beretta M9
Beretta M9 Suppressed Dog Tag 100/500 kill - Beretta M9 / Beretta M9
Glock 17 Dog Tag 100/500 kill - Glock 17 / Glock 17
Glock 18 Dog Tag 100/500 kill - Glock 18 / Glock 18
MEU (SOC) Dog Tag 100/500 kill - M1911A1 / MEU (SOC)
MP-442 REX Dog Tag 100/500 kill - MP-412 REX / MP-412 REX
MP-443 Grach Dog Tag 100/500 kill - MP-443 Grach / MP-443 Grach
MP-443 Grach Suppressed Dog Tag 100/500 kill - Makarov PB / MP-443 Grach
Taurus Model 44 Dog Tag 100/500 kill - Taurus Model 44 / Taurus Model 44
Handgun Mastery Dog Tag Handgun Medal 1 Time - Single Action Army 1873
"toe2toe" Dog tag - Beretta M9 / MP-443 Grach

Submachine Guns

Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class.


The FN P90 TR boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.

FN P90TR - 5.7x28mm
Dmitri Mayakovsky holds a P90TR during the mission "Comrades."
Aiming down the fictional default BUIS used on several weapons in Battlefield 3.
Reloading the P90.
Pulling the charging handle.

Heckler & Koch MP5KA4

The MP5KA4 is added to BF3 via Close Quarters DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the Armored Kill expansion.

MP5KA4 - 9x19mm
The "M5K" in Battlefield 3.
Pulling the bolt back
Inserting a new magazine
Performing an HK slap

Heckler & Koch MP7A1

The H&K MP7A1 can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The "reload-from-empty" animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.

Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission "Night Shift." Note the BUIS are retained even with an optic added.
Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.
The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in "The Great Destroyer" Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...
...whereas earlier he just told his vanilla one to imagine it was full of bullets that were this big.
The default iron sights of the MP7 in multiplayer.

Heckler & Koch UMP45

The H&K UMP45 can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.

Heckler & Koch UMP45 - .45 ACP
The UMP in multiplayer.
Aiming down the sights.
Blackburn reloads his UMP during "The Great Destroyer," wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in "Operation Guillotine" when the UMPs are used by the US military; military UMPs should not have it.

PP-19 Bizon-2

The PP-19 Bizon-2 is included in the Back to Karkand expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.

PP-19 Bizon-2 - 9x18mm Makarov
PP-19 Bizon-2 on the customise menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.
The PP-19 in idle, looking rather ridiculous with a PK-A 3x scope and an enormous flash suppressor.
Inserting a new magazine.
Pulling the bolt to chamber a new round.
Iron sights of a camouflaged Bizon.


The PP-2000 returns from Bad Company 2, feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.

PP-2000 - 9x19mm
Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission "Kaffarov."
Iron sights.
Inserting a new magazine.
Cocking the PP-2000.


For the first time in a main Battlefield series game (excluding spinoffs like Battlefield Play4Free), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective.

In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.

Benelli M4 Super 90

The Benelli M1014 semi-automatic shotgun is found in Battlefield 3. Default magazine capacity is 4+1, represented by the magazine tube ending at the sling swivel rather than the civilian model 5-shot crimped tube. Extended Magazine uses the full-length tube with 6+1 capacity (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.

Benelli M4 Super 90 with 7-shot tube - 12 gauge
M1014 near a dead bank worker at the end of the mission "Operation Guillotine".
Dmitri Mayakovsky holds an M1014 during the mission "Comrades."
M1014 in MP.
M1014 in MP, reloading.

Franchi SPAS-12

The SPAS-12 is one of the 10 guns appearing in the Close Quarters expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear. In reality, the player cannot simply reload a SPAS-12 in the manner of the game as the carrying latch button must be pressed in order to open the loading gate.

The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by "-12", both being 12-gauge, and that they were both in the Battlefield: Bad Company series, they have little in common. The Close Quarters DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.

Franchi SPAS-12 - 12 gauge
SPAS-12 idle
The SPAS-12's iron sights
Inserting a new round into the chamber
Continuing the reload. If you look closely, you can make out part of the word "gauge" on the shell.


The M26 MASS can be used only in the Assault kit in the "Gadget 1" slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.

M26 MASS - 12 gauge, mounted on M4A1 carbine with C-More red dot sight - 5.56x45mm
Standalone version of M26 MASS - 12 gauge
M26 standalone.
MASS mounted on an "M16A3" in multiplayer.

Pancor Jackhammer

The Pancor Jackhammer, called the "MK3A1", is included in the Back to Karkand expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.

Pancor Jackhammer - 12 gauge
Jackhammer on the customisation screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.
The Pancor Jackhammer idle
The Pancor Jackhammer reloading. This is one of the few games to correctly depict the actual reload of this weapon. The foregrip is pushed forward to unlock and drop the "ammo cassette" (cylinder magazine), a fresh ammo cassette is inserted, and a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.

Remington 870 MCS

The Remington 870 MCS appears as the "870MCS". The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.

Remington 870 MCS - 12 gauge
Blackburn holds an 870 MCS with a tactical light during the mission "Uprising."
One of Blackburn's starting weapons in "Operation Guillotine" is this Remington 870 MCS with a laser aiming module. The gameplay purpose of this is that it tightens the Big Magic White Circle.
A Marine secures giant dump trucks with the Remington 870 MCS.
Using the MCS's illuminated rifle sights.
Topping off the default short magazine tube. This configuration is unusual, as the 870 MCS normally comes with the seven-round magazine.
Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.
Pumping out the (unfired) shell under recoil.
Chamberloading the 870, here with the extended magazine.
About to push the pump forward.

Saiga 12K

The Saiga 12K returns from Battlefield 2 and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update). It appears to share the exact same model as the "S20K" and the "Saiga 20K Semi" from Bad Company and Bad Company 2.

Saiga 12K - 12 gauge
Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission "Uprising."
The mission "Kaffarov" can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.
Wary of any other weirdness, Dmitri reloads his Saiga 12K.

SWD/Cobray Street Sweeper / Armsel Protecta Hybrid

A hybrid of the SWD/Cobray Street Sweeper and the Armsel Protecta is included in Battlefield 3. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a Colt Single Action Army). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.

The weapon is referred to as the "DAO-12", as it was in Battlefield 2; this stands for "double action only, 12 gauge" and is a description of the weapon rather than a correct name for it. The name was kept as an homage to Battlefield 2. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.

SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge
Armsel Protecta with 12" barrel - 12 gauge
Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission "Kaffarov."
Iron sights of the DAO-12.
To reload, the player character tilts the weapon to the side... (note the shell deflector characteristic of the Protecta)
...and inserts the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading (the reload is corrected in BF4). Note "12 GAUGE" and a fragmentation symbol visible on the shells.
At the start of an empty reload, the character winds the drum before loading it.


The USAS-12 is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in Back to Karkand. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, meaning that the weapon becomes visually identical to the WM-12, an American semi-auto clone of the USAS-12. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments.

Daewoo USAS-12 with 10-round magazine - 12 gauge
Ameetec Arms WM-12 - 12 gauge
The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.
Iron sights of the USAS-12.
Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by "Baewoo Brecisions" of Korea.
After replacing the magazine, the player character pulls on the charging handle. Note the deserted left side dust cover, compared to the image above.
Icon and world model for the USAS-12. Note that the world model has no sights and no magazine.

Dog Tag Weapons

Dog Tag Shotguns.

Benellli M1014 Dog Tag 100/500 kill- Benelli M1014 / Benelli M1014
Franchi SPAS-12 Dog Tag 100/1000 kill - SPAS-12 / SPAS-12
M26 MASS Dog Tag 100/500 kill - M26 MASS / M26 MASS
Pancor Jackhammer Dog tag 100/500 kill - Pancor Jackhammer / Pancor Jackhammer
Remington 870 MCS Dog Tag 100/500 kill - Remington 870 MCS / Remington 870 MCS
Saiga 12K Dog Tag 100/500 kill - Saiga-12K / Saiga-12K
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - SWD/Cobray Street Sweeper / SWD/Cobray Street Sweeper
USAS-12 Dog Tag 100/500 kill - SPAS-12 / USAS-12

Assault Rifles & Battle Rifles


The 5.56A-91 appears as part of the incredibly vague "Compact Assault Rifle" classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the 9A-91 from Bad Company 2, albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called "A-91" in the game, which refers to the 7.62x39mm variant.

5.56A-91 - 5.56x45mm NATO / 40mm
Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of "Comrades."
5.56A-91 in MP.
5.56A-91 in MP reloading.


The AEK-971 is available as an unlock for the Assault kit.

The AEK-971's model is peculiar in that it is mostly a hybrid between the early prototypes of the AEK as well as the 2010s production model. The shape of the lower receiver and the barrel assembly are based on the early prototypes from the late 70s; however, the cleaning rod mount under the base of the front sight block has been removed and replaced with cleaning rod mount from the 2010s AEK-971 model. Additionally, the fire control group and upper receiver of the 2010s AEK-971 model are present, and the handguard and stock are fictionalized representations of the later model.

Prototype AEK-971 - 5.45x39mm
AEK-971 - 5.45x39mm
Blackburn holds an AEK-971 near the start of the mission "Uprising."
AEK-971 in Battlefield 3 with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.
AEK-971 in MP, reloading.


The AK-74M is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3.

AK-74M - 5.45x39mm
Blackburn holds an AK-74M equipped with a PSO-1 scope during "Operation Swordbreaker." Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.
Iron sights of the AK-74M.
Blackburn reloads his AK-74M; note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.
After that, he flips the weapon over and pulls on the charging handle.
Icon and world model of the AK-74M.


The AKS-74U is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.

AKS-74U - 5.45x39mm
Blackburn wrestles with one of Solomon's men during the introductory mission "Semper Fidelis." On the Xbox 360 version before the Back to Karkand update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.
At the start of the mission "Uprising," Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.
AKS-74U in multiplayer, note the the odd milled/stamped steel hybrid receiver, showing this is the same model from the Bad Company series.


The AN-94 returns from the Bad Company series. The AN-94's dual-rate full-auto mode is, in multiplayer, depicted somewhat closer to reality than in Battlefield: Bad Company 2, with bursts and the first two shots on pulling the trigger in full-auto firing at a slightly faster rate than sustained full-auto, though nowhere near the full 1,800 rpm the real weapon fires at. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the same 600 rpm as sustained full auto, as it worked in Bad Company 2.

The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.

An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971. The weapon is also modeled with the magazine coming out straight downwards from the bottom of the gun like on other AK-like weapons, rather than being angled off towards the right side of the gun.

AN-94 - 5.45x39mm
Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission "Rock and a Hard Place."
Iron sights of the AN-94.
Inserting the new magazine after kicking out the old one...
...and chambering the first round.

AS Val

The AS Val appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.

AS Val - 9x39mm
Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission "Comrades."
Kiril holds his AS Val near the end of "Comrades."
Aiming the AS Val.
Charging the Val.

Colt M4LE Carbine

Two versions of the M4 Carbine are available in Multiplayer: the full-auto "M4A1" and the 3-round burst "M4". However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The Colt M4LE Carbines are painted in desert tan camouflage and serve as the stand in for the military Colt M4A1 used by the U.S. Marines in game. In singleplayer, the "M4A1" is primarily seen carried by Blackburn, Steve Campo, Cole, Miller and many Marines in campaign. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The "M4A1" is the starting weapon for US Engineers, while the "M4" is unlocked at 40,000 Engineer score. The model features a KAC RIS handguard, Vltor Improved Modstock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates.

Interestingly, the first "Fault Line" trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.

Colt M4LE Carbine - 5.56x45mm
An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.
Blackburn holds an "M4A1" during "Operation Swordbreaker."
Blackburn reloads his carbine. "For law enforcement / military use" is printed on the side of the EOTech optic.
Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in Medal of Honor, though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads "Fire", meaning it was modeled on a civilian M4 variant.
Outside the Damavand tunnel with the M4 Carbine.
The M4's sight picture against the hillside.
Reloading the M4.
From empty, it is held at a slightly different angle, and the user grasps the STANAG in a slightly different manner.
Thumbing the bolt release, akin to the Mk 11.

Colt Sporter Competition

Both the 3-round burst "M16A4" and the full-auto "M16A3" are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The Colt Sporter Competition are painted in desert tan camouflage and serve as the stand in for the military Colt M16A3 used by the U.S. Marines in game. In singleplayer, the "M16A3" is primarily seen carried primarily by Christian Matkovic and many Marines in campaign. In multiplayer, being an assault rifle, the M16s are used by the Assault kit. The "M16A3" is the starting weapon for US Assault classes, and can be unlocked for the Russian Assault at 220,000 Assault points; while the "M16A4" is unlocked at 89,000 Assault points. The model features an M16A1 flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.

The "M16A4" was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.

An actual M16A4 appears on the Back To Karkand DLC cover art, with visible bayonet lugs.

Colt Sporter Competition with magazine removed - 5.56x45mm NATO
An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.
Blackburn holds his "M16A3" during Operation Swordbreaker.
Iron sights of the "M16A3".
A Marine reloads his "M16A3" with a mounted Trijicon ACOG scope in multiplayer.
Icon and world model of the "M16A3" in Single Player (note that the front sight and gas block are missing, while in the first person model they are present).

DIO KH2002 Sama

Befitting the Iranian setting, the DIO KH2002 Sama bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.

In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score.

Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO
Blackburn holds a KH2002 during the mission "Uprising" as he discovers the exit.
Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.
Observing an Iranian monolith in Tehran with the KH2002
Aiming with the KH2002's A2 style sights.
Relaading the twenty-round magazine.
And finger-gunning the charging handle to rechamber the KH2002.

FAMAS Valorisé

A FAMAS Valorisé (FAMAS Upgraded) is included in the Back to Karkand expansion pack, and can be used by the Assault kit. The FAMAS is the first unlockable assault weapon of the expansion pack and is obtained through the completion of the Best Friend Forever assignment. It also appears in the game's Battlelog in the "Assignments" section.

The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed; it also has the highest fire rate of all fully automatic weapons of the game, being used by both US and Russian factions. In-game, the FAMAS uses the correct 25-round straight magazines.

The FAMAS formerly had slightly different statistics on each platform, but this was corrected in a later patch. Furthermore, its magazine size was decreased from 30 + 1 rounds to 25 + 1 rounds.

File:Famas Valorisé.jpg
FAMAS Valorisé with EOTech sight - 5.56x45mm
FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.
FAMAS Valorisé on the Battlelog screen in the "Assignments" section.
A Marine stands over the Seine River with a borrowed FAMAS Valorisé.
Aiming with the FAMAS's actual iron sights, a rarity in most games.
As with many of the other bullpups, the reload involves holding the FAMAS 90 degrees to the right to access the magazine.
Pulling the relocated charging handle.
The FAMAS also can use its own unique bipod, deployed here.

FN F2000 Tactical

The FN F2000 returns from the Bad Company series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.

FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO
Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission "Comrades."
The left side of the F2000 Tactical, note the FN trademarks.
The left side of the F2000 with Navy Blue Digital "camouflage", folding bipod, EOtech sight, aftermarket flash hider, and what appears to be an intangible magwell.
The F2000 iron sights.
The F2000 Tactical idle.


The first generation FN Mk 17 Mod 0, or FN SCAR-H CQC, is used by the Engineer kit in multiplayer. A modeling mistake shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.

First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO
Blackburn reloads his SCAR-H at the start of "Operation Guillotine." Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.
Approaching a gas station with the SCAR-H
Checking the SCAR's sights against the highway.
Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.
Thumbing the bolt release, though with the user's thumb not reaching quite high enough.


The first generation FN Mk 16 MOD 0, or SCAR-L, is an assault rifle added in the Close Quarters expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.

First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO
The SCAR-L's iron sights
The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended.
Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.

Heckler & Koch G36 ("MG36")

In the Back to Karkand expansion pack, a Heckler & Koch G36 with G36C rails, bipods, and Beta C-Mag drums appears as the "MG36"; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the "Extended Magazines" attachment in order to use its full 100+1 capacity.

Airsoft G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO
Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO
"MG36" on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.
"MG36" idle, with a Beta C-mag that only holds 50 rounds
"MG36"'s iron sights
Inserting a fresh magazine
Pulling the charging handle

Heckler & Koch G36C

A Heckler & Koch G36C is seen in single player in the mission "Comrades". The model is based from 2008's DICE game Mirror's Edge. It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.

Heckler & Koch G36C with vertical foregrip - 5.56x45mm
Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission "Comrades." Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to "safe". It's greatly improved from Mirror's Edge's G36C.
A G36C out in Multiplayer, by the Sharqi TV station.
The G36C's sight picture.
Reloading, with the carbine still fairly level. The charging handle locks back when empty.
Chambering the G36C.

Heckler & Koch G3A3

The G3A3 is available in both single and multiplayer. It is an actual H&K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.

Heckler & Koch G3A3 with wide handguard - 7.62x51mm NATO
Blackburn holds a G3A3 with ACOG scope during the mission "Operation Swordbreaker."
The detailed pick-up icon for the G3A3.
Overlooking Kharg Island with the G3, Revolutionary Guard style.
When aimed, the front sight is just held in a battle position, without being aligned with the rear notch properly.
Palming the G3's bolt back when empty.
Loading in another magazine with the rifle held steady.
HK-smacking the bolt forward.
Icon and world model. Note the slightly mispositioned magazine.

Heckler & Koch HK416

The HK416 returns from Bad Company and Bad Company 2 having a 10.4" barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the "M416," seemingly just because that's what it was called in the Bad Company games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.

Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO
Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of Top Gun and is getting as much low-altitude fly-by practice in as he can before the real war starts.
A vanilla HK416 in Multiplayer. A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).
Aiming the HK416, again, the front sight isn't aligned in the rear v-notch.
The tactical reload is performed with the rifle still held straight forward.
It has a bit more of an angle from empty.
About to smack the bolt catch.

Heckler & Koch HK53

The HK53 is included in the Back to Karkand expansion pack as the G53. It was listed in game under its original "HK53" name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.

Heckler & Koch HK53 - 5.56x45mm
HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version
Rrt877 hk53.jpg
Rrt877 hk53 reloading.jpg


The L85A2 is included in the Back to Karkand expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 like it can in real life.

L85A2 - 5.56x45mm NATO
L85A2 on the customisation screen.
L85A2 idle, fitted with an ACOG sight and a bipod. Note the Picatinny rail mounted on top of the dovetail mount, which appears when alternate sights are used.
Removing the empty magazine.
Moving to press the bolt release.

Magpul PDR

The Magpul PDR, a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the "PDW-R" (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.

Magpul PDR - 5.56x45mm NATO
Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's "walking into a fire" plan.
Pressing the magazine release on a PDR in multiplayer.
Releasing the charging handle on a full reload.


The QBZ-95B is included in the Back to Karkand expansion pack, and, as a carbine, can be used by the Engineer kit.

Norinco QBZ-95B - 5.8x42mm
QBZ-95B on the customise menu.
The QBZ-95B idle.
Removing the spent magazine with a fresh one

SIG SG 553

The SIG SG 553 appears in Battlefield 3 with a railed handguard. The in-game model has the markings and serial number of a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), suggesting that the model is referenced after said gun, though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in "Comrades", where a police officer exiting the van has one, and the other one being found by the player after the train crashes in "The Great Destroyer".

SIG SG 553-1 SP with railed handguard - 5.56x45mm
Dmitri Mayakovsky holds a SIG SG 553 during the mission "Comrades" as he fights his way through a French police cordon.
The SG553 being reloaded. Note the serial numbers being identical to the reference image above.

Remington ACR

The Remington ACR joins the arsenal of Battlefield 3 as part of the Close Quarters expansion pack and was first seen in the "Ziba Tower" gameplay video. It is named "ACW-R" (likely meaning 'Adaptive Combat Weapon - Rifle') much like the "PDW-R". It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the "ACW-R" in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.

Remington ACR - 5.56x45mm NATO
The "ACW-R" idle. Note the 26+1 magazine.
Removing an empty mag.
And inserting a fresh one. It is a polymer Magpul PMAG instead of the STANAG aluminum magazine.
Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.
A Russian Engineer fires his "ACW-R," note the 14.5" barrel and the correct AAC Blackout flash hider.

Steyr AUG A3-CQC

The Steyr AUG A3-CQC was added in the Close Quarters expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the "Ziba Tower" gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the "Shepard" assignment which involves 10 squad revives and 30 kills with assault rifles.

Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO
The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.
The AUG A3 idle. Note the underslung M320 grenade launcher.
The AUG A3's iron sights.
The AUG A3 mid-reload. Note how the M320 clips through the trigger guard of the AUG.
Pressing the bolt release


The IMI MTAR-21 is a carbine added in the Close Quarters expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.

IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm
The IMI MTAR-21 idle, fitted with a Trijicon RX01 reflex sight.
The MTAR-21 with its magazine removed. Note that since all rounds were expended, the charging handle is correctly shown in the rear position with the bolt locked back.
Inserting a fresh magazine.
Pressing the bolt release, which sends the bolt and charging handle forward.

Dog Tag Weapons


The Dog Tag awarded for 500 kills with the M320/GP-30 shows an M203 mounted to an M16A1, complete with the heatshield handguard.


The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an M16A2 instead.


A FAMAS (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.

FN F2000

The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.

FN F2000 + FN GL-1. 100 kill.

FN Mk 16 Mod 0 (SCAR-L)

100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the Close Quarters DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.

BF3 SCAR L dogtag.jpg

Heckler & Koch HK416

Heckler & Koch HK416 + M203. 100 kill.
Heckler & Koch HK416. 500 kill.

SIG SG 553

SIG SG 553. 100 kill.

Machine Guns

Heckler & Koch M27 IAR

The Heckler & Koch M27 IAR is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it.

Heckler & Koch M27 IAR - 5.56x45mm NATO
Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission "Kaffarov."
The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.

LSAT Light Machine Gun

The LSAT Light Machine Gun is a light machine gun added to Battlefield 3 through the Close Quarters expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the "Point Blank" assignment, which involves 10 kills with C4 and 10 knife takedowns.

LSAT Light Machine Gun prototype - 5.56mm Caseless
The LSAT LMG in idle
The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.
Pulling the charging handle to empty the chamber
Removing the ammo box
Feeding the ammo belt into the chamber


The M240B appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.

M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO
One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.
The player character in multiplayer holds an M240B with M145 Machine Gun Optic. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.
Aiming the M240B.
Pulling the charging handle back at the start of a reload.
Placing the belt into the feed tray.


An M249 is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft "Mk 46" guns which have Mk 46 features but retain their STANAG wells.

M249 - 5.56x45mm
Mk 46 Mod 0 - 5.56x45mm
Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.
Blackburn sets up the bipod of his SAW.


The M60E4 is the last MG to be unlocked in the Support kit. Extended magazines gifts the weapon with a massive 200 round box and this is visually shown on the weapon when attached.

M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO
Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.


The QJB-95 is included in the Back to Karkand expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs. QJB-95 is called "QBB-95" in the game, which is a common mistake.

QJB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm
QJB-95 on the customise menu.
The QJB-95 fitted with a PKA-S holographic sight. Note the Picatinny rail added above the carrying handle, which normally has a dovetail mount for optics.
Inserting a fresh drum magazine into the QJB-95. The carry handle appears to be modeled a bit more bulky than in reality.
Pulling the charging handle.


The Norinco QJY-88 returns from Bad Company 2, once again called the "Type 88". This isn't wrong per se (the weapon is named "Type 88 GPMG" in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper "QB" designations.

Norinco QJY-88 - 5.8x42mm
Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.
The QJY-88 idle
Removing the spent belt box

PKP Pecheneg

The PKP Pecheneg appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.

PKP Pecheneg machine gun with ammo box - 7.62x54mmR
Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in "Operation Guillotine."
Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.
Eqiupping the PKP involves dragging it onscreen with the right arm around the distinct Pecheneg carry handle/heat shield. So much of the Russian gunner's right arm is extended out that his armpit is absent at the bottom right here.
The PKP, shouldered.
Iron sights.
Pulling the bolt back at the start of a reload.
Popping open the top cover.
Reloading the 100-round belt box.
Deploying the PKP's bipod - it uses the PKM style of bipod; the Pecheneg's bipod is affixed to the front sight as seen in the reference image.


The RPK light machine gun is the starting weapon for the Russian Support class. It is referred to in game as an "RPK-74M", a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.

RPK Light Machine Gun with 40 round magazine - 7.62x39mm
An actual RPK-74M with 45-round box magazine for comparison - 5.45x39mm
Blackburn holds an RPK equipped with a Kobra reflex sight during "Uprising."
Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.
Reloading an RPK fitted with a janky Harris bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.
Observing an oil pipeline at Kharg Island with the RPK.
The RPK's sights, though they lack the windage adjustment knob.
Pulling out the extended metal AK magazine.
A good view of modeled cartridges are visible while loading in the new mag.
Charging the RPK underhanded style.


The Enfield L86A1 is a weapon added as a part of the Close Quarters DLC. In game it's named the "L86A2" and features a 45+1 magazine, despite being modelled with a 30 round one. Like in Call of Duty: Modern Warfare 2 its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.

Enfield L86A1 - 5.56x45mm NATO
The "L86A2" idle. Unlike the L85A2, the dovetail mount is used for all sights.
Removing an empty magazine
Slapping the bolt release to chamber a new round

Dog Tag Weapons


Despite the fact that BF3's "MG36" is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.

Sniper Rifles

Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.

Barrett M98B

The M98B is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.

Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum
Good plan on the icon and world model.
Blackburn uses an M98B with the bipod set up as he assaults the bank at the end of "Operation Guillotine."
View through the Barrett M98 scope.
Blackburn has M98B at the entrance to the basement of the bank.

Barrett M107

The Barrett M107 appears in the game, but it is exclusive to the singleplayer; it's absence in BF3's multiplayer could be chalked up to difficulty with balancing the weapon properly. The M107 with an AN/PAS-13D thermal scope only appears in the singleplayer level "Kaffarov", where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to.

Barrett M107 long range sniper rifle - .50 BMG.
In the room before Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.
On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.
"Thank you, I had no idea why I was carrying that."
The M107 in idle.
Swapping magazines during a reload
About to rock in a new one.
Working the M107's action.
World model of the M107.

Accuracy International AWM-F

The Accuracy International AWM-F is included in the Back to Karkand expansion pack as the "L96" (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua.

Accuracy International AWM-F - .300 Win Mag
G22 (AWM-F) - .300 Winchester Magnum
AWM-F on the customise menu.
The "L96" idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Also note the Airman camouflage.
Pulling back the bolt to empty the chamber.
Inserting a full magazine.
Pushing the bolt back into place to chamber a new round.


The MKEK JNG-90 was included for the Recon class in the Close Quarters expansion pack. To acquire it, the player would have to complete an assignment.

MKEK JNG-90 - 7.62x51mm NATO
The MKEK JNG-90 fitted with a Russian PKS-07 scope.
Pulling back the bolt
Inserting a new magazine
Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.

M14 (in Sage chassis)

An M14 in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the M39 EMR. It is unlocked when the player receives 58,000 Co-Op Score.

M14 with Sage stock and scope - 7.62x51mm NATO
M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.
Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.
A US Marine Recon overlooks the Sharqi construction site with a default "M39 EMR."
It has a rather thin rear sight, with two illumination dots.
The M14's reload.
Letting go of the charging handle at the end of an empty reload.


The M40A5 Sniper Rifle is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.

M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO
Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission "Night Shift."


The Heckler and Koch HK417 is added in the Close Quarters expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling.

Heckler & Koch 417 with 20" barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO
The "M417" idle, equipped with an 8x scope. Like M27 and HK416, the backside of the charging handle is modeled completely solid.
The "M417" with its magazine removed
Inserting a new magazine.
Slapping the bolt release.

Knight's Armament SR-25

The Knight's Armament SR-25 appears in BF3 under the name Mk 11 Mod 0, its designation in SOCOM. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.

Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO
Blackburn holds a scoped Mk 11 Mod 0 during the mission "Operation Swordbreaker".
Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission "Night Shift".
A Marine sniper in multiplayer provides some overwatch with his scoped Mk 11 Mod 0.
After some successful hunting, he reloads his rifle...
...and hits the bolt-release. Note that the fire-selector is set to safe.
Icon and world model for the Mk 11 Mod 0.

Norinco NDM-86

The .308 variant of the Norinco NDM-86 returns from Battlefield Play4Free, once again appearing as the SVD. It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.

Norinco NDM-86 - .308 Winchester/7.62x51mm NATO
The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.
Aiming through a PSO-1 scope mounted on a NDM-86.
Rocking in a magazine. Note that it is straight, indicating that this is a .308 NDM-86 and not a genuine SVD.
Releasing the bolt (it properly locks back upon empty).
Iron sights of the NDM-86, looking into a surreal artifact of the Xbox 360 version running on the Xbox One emulator.


The QBU-88 is included in the Back to Karkand expansion pack, and can be used by the Recon kit.

Norinco QBU-88 - 5.8x42mm
The QBU-88 on the customisation screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.
The QBU-88 Idle, fitted with a PKS-07 7x scope. Note the folded down iron sights (which are the default sight options), and that the scope seems more or less welded to the top of the receiver, which happens with all alternate sights.
Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, then proceed to insert it, as seen here.
Pulling the charging handle.

Zastava M59/66

The Yugoslavian M59/66 variant of the SKS appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.

Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm
M59/66 SKS on the customise menu.
The player character in multiplayer holds an M59/66 SKS as he ponders if there might be a tank nearby.
Iron sights of the SKS.
Chambering a new round.


The SV-98 returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.

SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR
During an extremely confusing QTE, an enemy sniper holds an SV-98.
SV-98 fitted with the unnamed 12x scope, without a bipod.
Removing the spent magazine.
Closing the bolt.


FGM-148 Javelin

The Javelin appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during "Operation Guillotine;" here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.

FGM-148 Javelin - 127mm
Harassed by tanks during "Operation Guillotine," Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.
Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.


If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a GP-30. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.

GP-30 - 40mm
The GP-30 mounted on an newer model AEK-971

Heckler & Koch M320

The Heckler & Koch M320 is the standard grenade launcher of Battlefield 3. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. Close Quarters DLC added a "LVG" round for the M320; the name stands for "Low-velocity grenade" (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.

Heckler & Koch M320 with optional telescoping stock - 40x46mm
Blackburn holds a standalone M320 at the start of "Operation Guillotine." This appears to be randomly dropped by US infantry in this area.
As usual for an FPS protagonist, Blackburn is of the "pick a random notch and use it like a regular iron sight" school of leaf sight use.
Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.
Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the "spent" round; there appears to only be one grenade round model, so the fired round is shown unfired.

M224 Mortar

At the start of "Operation Guillotine," Blackburn is tasked with briefly carrying an M224 Mortar as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.

M224 Mortar - 60mm
Blackburn looks at the set-up M224, wondering when he can have a go.

Mk 153 SMAW

The Mk 153 SMAW appears as the American Engineer's unguided rocket launcher.

Mk 153 Mod 0 SMAW - 83mm
The player wields the MK 153 SMAW as he prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.

Pansarskott m/86

The Pansarskott m/86, a Swedish version of the M136 AT4 with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an "RPG".

Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm
Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like "leaf blade" should be rotated to bring the 2mm peephole in line with the 7mm peephole.
The results of using it are fairly predictable. "Good effect on target!"
Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.


The RPG-7 is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm.

The weapon's Battlelog description states that it fires "GP-7VL" rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades.

RPG-7 - 40mm
Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.
Rrt877 rpg.jpg
Rrt877 rpg reloading.jpg

SA-7 Grail

The SA-7 Grail appears as the Russian Engineer's anti-air launcher, misnamed as an SA-18 Grouse (Russian: 9K38 Igla). As in the previous Battlefield games the name is given as "SA-18 Igla", using the US designation, but the Russian nickname.

SA-7 Grail launcher and missile - 72mm
In-game render of the SA-7.
The player character holds an SA-7 in multiplayer as he wonders whether a checkpoint office counts as a vehicle.

Training Set Guided Missile M134

The "FIM-92 Stinger" in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has "Tracking rainer" written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission "Rock and a Hard Place." As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.

Amusingly, the "TRACKING RAINER" mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these "weapons" were proof that the United States had been supplying military aid to the Ukrainian government.

Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm
Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.
Finding himself under attack from an Su-25 "Frogfoot" ground-attack plane, Blackburn searches the wreckage of an M1161 "Growler" ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.
Quickly grabbing the "Stinger", Blackburn has one last look in completely the wrong direction...
...before sighting up the Su-25 and locking on, struggling not to go blind.
The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.
Blackburn holds another "Stinger" as the Frogfoot manages one last dramatic flyby. "I regret nothing!"

Dog Tag Weapons


The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.


The M203 appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the Bad Company series.


M15 Anti-Tank mine

The M15 anti-tank mine can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.

M15 Anti-Tank mine
The player ponders the idea of putting AT mines inside a tire and rolling them toward a tank.

M18A1 Claymore

M18A1 Claymore anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.

M18A1 Claymore anti-personnel mine
The M18A1 Claymore in the hands of a US support.

M67 Hand Grenade

The M67 hand grenade is the primary grenade seen in Battlefield 3, used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the "FRAG" specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually "cook" the grenade's fuse.

M67 hand grenade
Blackburn readies an M67 grenade.

M84 stun grenade

Blackburn uses an M84 stun grenade to disorient a group of PLR fighters at the bottom of an elevator shaft.

M84 stun grenade
Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 "flashbang" grenade.
Blackburn throws the grenade. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the "in world" model for this grenade and so the safety lever is still attached.

Mounted Weapons

AT-14 Spriggan

The AT-14 Spriggan appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.

AT-14 Spriggan launcher and missile - 152mm
The AT-14 at an intersection on Caspian Border.
Aiming the ATGM.


The BGM-71 TOW appears in the game as an emplaced anti-tank missile launcher for the US faction.

BGM-71 TOW on M220 tripod - 152mm
The player character in multiplayer tracks down a TOW launcher.
Another view of the same launcher.

Browning M2HB

The Browning M2HB heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.

Browning M2HB heavy machine gun in vehicle mount - .50 BMG
At the end of "Uprising," Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.
Near the end of "Thunder Run," Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.
A M2HB mounted on M1161 "Growler" ITV.

DShK heavy machine gun (mounting)

Mountings for the DShK heavy machine gun can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.

DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm
An Iranian Type-72Z shows off the DShK it conspicuously does not have. Note the border at the edge of the screenshot is authentic, intended to display the edge of the Abrams' display screen as the vehicle moves around.

GAU-8/A Avenger

The General Electric GAU-8/A Avenger appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.

GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm
Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission "Going Hunting."
Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.

GE M134 Minigun

The GE M134 Minigun is seen mounted on AH-6 Little Birds in both single and multiplayer.

General Electric M134 - 7.62x51mm NATO
An AH-6 "Little Bird" opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.

General Dynamics GAU-17/A

Two GAU-17/A miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.

General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.
Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.
Looking at an idle Minigun.

Gryazev-Shipunov GSh-30-1

The Gryazev-Shipunov GSh-30-1 appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.

Gryazev-Shipunov GSh-30-1 with ammo belt 30mm
During the mission "Going Hunting," Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as "MiGs." This error is only present in the text in this mission; they are correctly named elsewhere in the game.
Chased by Shark 4-6, one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...
...giving Hawkins a nice look at its missile armament.

Gryazev-Shipunov GSh-30-2

The Gryazev-Shipunov GSh-30-2 appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.

Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm
A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iraq and a hard place.
It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.


The Kord heavy machine gun is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the Browning M2HB heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.

Kord heavy machine gun with ammo box - 12.7x108mm
Blackburn looks over a Kord machine gun mounted on a technical.
He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.
A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.

M61 Vulcan

The M61 Vulcan appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.

M61 Vulcan - 20mm
Phalanx CIWS - 20mm
Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm
In the mission "Gone Hunting" the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F "Super Hornet" callsign Shark 4-6 assigned to CVN-77 USS George H.W. Bush.
Hawkins climbs up to the deck of the USS George H.W. Bush, spotting the USS Ford (FFG-54), an Oliver Hazard Perry-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the Perry-class, this is a Mk 38 Mod 2 (a remote-controlled navalised M242 Bushmaster chaingun), not a second Phalanx.
The two Hornets Shark 4-2 and Shark 4-6 overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.
A close up look at a land-based Phalanx C-RAM in multiplayer.

M197 Vulcan

The M197 Vulcan appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.

M197 Vulcan - 20mm
Miller looks up at a pair of friendly AH-1Z Vipers during the mission "Thunder Run."
A closer look at an AH-1Z Viper's M197 Vulcan cannon.


The GAU-12/U is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.

The GAU-12/U is also mounted on the AC-130 gunship. Interestingly, two additional 25mm guns are mounted to the top of the AC-130 as AA guns.

General Dynamics GAU-12/U with unfired rounds - 25mm
A GAU-12/U mounted on an LAV-AD.


The GAU-22/A appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.

GAU-22/A - 25mm


The M240C machine gun is coaxially mounted on the M1A2 Abrams MBT.

M240C machine gun - 7.62x51mm NATO
Miller runs back towards the tank column after retrieving the "clicker" trigger for an M58 Mine Clearing Line Charge.

M242 Bushmaster

The M242 Bushmaster chaingun is the main gun of the LAV-25.

M242 Bushmaster chaingun - 25mm
Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of "Operation Swordbreaker."
Blackburn looks over another LAV-25 during the mission "Rock and a Hard Place."

Mk 19 Grenade Launcher

The Mk 19 grenade launcher is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.

Mk 19 grenade launcher on vehicle mount - 40mm
Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.
Manning the Mark 19 on the "Phoenix", a post-apocalyptic Humvee that is part of the Aftermath DLC. Note the lack of hands and any ammo.
Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.


The Norinco QLZ-87 appears in the Aftermath DLC, mounted on the Russian "Barsuk" (Badger) modification of the GAZ 3937 Vodnik truck.

Norinco QLZ-87 - 35x32mm
Operating the "gangsta style" pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.
The QLZ, unmanned.


The PKT machine gun is coaxially mounted on the T-90A and T-72 MBTs.

PKT machine gun with 250-round ammo drum - 7.62x54mm R
Miller gets a little too close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.

Shipunov 2A42

The Shipunov 2A42 appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.

Shipunov 2A42 - 30mm
Blackburn advances on a BMP-2M during "Rock and a Hard Place," the IFV seemingly oblivious to his dastardly rocket-launching ambitions.


Mk 18 Mod 1

A Mk 18 Mod 1 is prominently featured in the base game and Limited Edition's coverart, equipped with KAC QDSS-NT4 suppressor, SureFire M900V foregrip/light combo, AN/PEQ-15, an EOTech 552, and Magpul MBUIS iron sights.

Mk 18 Mod 1 - 5.56x45mm
BF3 LimitedEd coverart.jpg

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