Battlefield: Bad Company 2

Battlefield: Bad Company 2 is the sequel to the original Battlefield: Bad Company. Bad Company 2, utilizing a newer version of the Frostbite engine, enables players to destroy any objects in the map (almost 90%) and deform the ground with explosives. The engine also gives bullets travel time and drop over distance, though this is mostly only noticed with sniper rifles. This game released in the U.S on March 2, 2010. A preorder package came with instantly unlocked unlockable weapons and vehicle upgrades, including the Thompson M1928, Colt M1911A1, Tracer Dart Pistol, vehicle Armor Upgrade, vehicle Secondary Weapon and vehicle Motion Detector. Some retailers also offered the AKS-74U in addition to these.
Battlefield: Bad Company 2: Vietnam is an expansion pack for the original game that takes place during the Vietnam War. It was released in December 2010 as a multiplayer-only DLC and requires BF: BC2 to work.
As of December 2023, Bad Company 2, along with its prequel and Battlefield: 1943, have their online multiplayer components shut down, making it impossible to access many of the multiplayer-online weapons and content available in these modes. The Vietnam expansion pack cannot be accessed either, due to it being a multiplayer-only DLC.
The following guns can be seen in the video game: 
=Overview=
Several of the guns in-game are mirrored, having the ejection port on the left side of the gun despite all characters being right-handed.
All weapons have only one reload animation, and there is no tracking of +1 chambered rounds. Unlike the the first game which had singular reload animations that always involved racking the bolt, Bad Company 2 reload animations generally go the opposite way simple involve a mag swap, save for the WWII weapons, M16A2, and shotguns, sniper rifles, and machine guns.
The first level of the singleplayer campaign, "Operation Aurora," is set in WWII. Many of the weapons in that level are recycled from Battlefield: 1943, and are generally unusable in multiplayer or unusable by the player at all.
=Battlefield: Bad Company 2=
==Handguns==
Can be used by any class once unlocked. 
===Beretta 92FS Inox (functions as Beretta 93R)===
On the weapon info screen the Beretta 93R is actually a modified Beretta 92FS Inox (due to the slide mounted safety) with a 20-round magazine, larger trigger guard, extended barrel with compensator, and a folding foregrip. In-game however, it is the same model as the M9 but with a stainless finish, 3-round burst, and though not visibly different to the M9, a 20-round magazine. In the kill feed it was formerly incorrectly called the "M9-3", though this was later fixed to call it "M93R Burst". In-game, the fake 93R is a very weak weapon that deals low damage per shot, with almost a full magazine being required usually to kill an enemy at full health. For that reason, it may be better suited as a finisher to low-health targets.
===Beretta M9===
The Beretta M9 is a standard semi-automatic pistol. It had a correct 15 round magazine in the Beta, but reverted to the incorrect 12-round mag for the release game (the same thing happened in Medal of Honor 2010's multiplayer, also from DICE). As of the final R7 patch, its damage has been increased to reflect the in-game stat difference between it and the MP-443. One way to explain the 12 round mag and higher damage than the 9mm MP-443 is DICE has instead dressed up a Beretta 96 as the M9. In addition the hammer is never shown cocked, even when fired, as if it were double-action only.
===Colt M1911A1===
The Colt M1911A1 is instantly unlocked for players who pre-ordered Battlefield: Bad Company 2. With its .45 ACP chambering, it has the second highest damage of the pistols, beaten only by the MP412 REX which uses .357 Magnum rounds. Labeled "WWII M1911 .45" in-game. It is incorrectly portrayed as firing from an uncocked hammer (and it doesn't change at all, even the first round has been fired or the gun's slide has been pulled back while reloading), which is required for single-action pistols like the M1911A1. Unlike most weapons in the game, it is correctly modeled with the right side ejection port. This is because its model is from Battlefield 1943, which features proper right-handed weapons, and the uncocked hammer comes from that game too. 
thumb|none|600px|American assault trooper with M1911A1
===MP-412 REX===
The MP-412 REX .357 Magnum revolver is the most powerful, but also the slowest firing and lowest capacity handgun in the game. The reload animation for the REX depicts it with no automatic cartridge extractor, causing the player to manually dump out spent casings. The model has been changed to an extended barrel variant compared to the previous game and later appearances of the REX in the series.
===MP-443 Grach===
The MP-443 Grach appears in the game and has a 17-round mag, the second highest of all the pistols, as well as the second lowest damage, the M93R being the lowest. In single player, this pistol is the only one available; Marlowe acquires one from Redford at the end of the mission "Upriver", and holds onto it for the rest of the game, while NSA Agent Aguire also carries one of his own.
===Nambu Type 14 (Transition model)===
In the first single-player level, Operation Aurora, Watanabe is seen using a Nambu Type 14. Like the other WWII weapons, its model is recycled from Battlefield 1943, though it is unusable by the player in Bad Company 2.
===Tracer Dart Gun===
The Tracer Dart Gun is a non-lethal weapon used by both Russian and American forces. The tracer darts it fires grants lock-on capabilities to allied Engineers using the RPG-7 or Carl Gustav launchers. Unlocked by default on all pre-ordered copies, but can be acquired through experience for those who did not pre-order. Unlike in the original Bad Company, the Engineer has to lock on the target by looking through the scope of the rocket launcher for a few seconds at the tracer point. After it locks on, a distance will be given. The Engineer is then free to fire in any direction, and the rocket will home in on the target. It is also capable of tracking and locking on while embedded on enemy personnel instead of vehicles.
thumb|none|600px|Tracer Dart Gun in Multiplayer
thumb|none|600px|Lock on as seen through the scope of a Carl Gustav. It's hard to see but there are some white numbers beneath the orange square. This is the distance and notifies the player that the missile is locked.
==Submachine Guns==
Submachine guns are available to the Engineer role in Multiplayer alongside compact-carbine sized assault rifles. The Type 100 is the only usable SMG in the campaign, in the WWII prologue.
===Heckler & Koch UMP45===
The Heckler & Koch UMP45 returns as the final unlock for the Engineer class at 43,000 points. It again features a suppressor, and can be equipped with the Kobra or ACOG scope. A camouflaged version is available with the SPECACT DLC. 
===IMI Uzi===
The Uzi appears only in Multiplayer and is equipped with a suppressor. It has a very high rate of fire, more akin to that of the Mini Uzi (which is technically possible, as smaller Uzi variant bolts are backwards compatible in the original design). It is unlocked for 26000 points in the Engineer kit.
thumb|none|400px|IMI Uzi - 9x19mm
===M1928 Thompson===
The M1928 Thompson appears in the game, used by the American strike team in the Operation Aurora prologue (though the player character loses his). In Multiplayer, it is readily available for players who pre-ordered Battlefield: Bad Company 2, and unlocked at rank 10 otherwise. It is incorrectly identified as "WWII M1A1 Thompson" in-game when in-fact it is the M1928 model. The gun uses the same model from Battlefield 1943.
It should be noted that when the player character reloads the weapon, he inserts the magazine incorrectly. Instead of using the channels on the mag catch for the magazine to slide into, he inserts it in a similar way to an AK-47 magazine, even though it isn't possible to insert a Thompson magazine without using the channels. Also, triggering the reload animation will have the bolt force itself closed before the player immediately pulls it open again as the first step; while not technically incorrect due to the gun being an open-bolt design (although doing this step first was only strictly necessary when using drum mags), this will also cause an empty casing to eject from the gun, even if the magazine was emptied.
===PP-2000===
The older version of the PP-2000 appears in the game equipped with a suppressor and is incorrectly referred as the "PP-2000 Avtomat" ("Avtomat" is the Russian term for Assault rifle or Submachine gun, but nowadays it is more used for Assault rifles or Automatic rifles). The PP-2000 is only available in Multiplayer, as the Engineer class's second to last unlock at 32,000 points. It has a 40-round capacity despite being modeled with the 20-round magazine. It fires at 1000 rpm, faster than any in-game other weapon, excluding the MG3.
===Type 100===
The Type 100 submachine gun is found in the first level of single-player, Operation Aurora, recycled from Battlefield 1943. Unlike its origin game, the Type 100 here correctly fires from an open bolt. Its reload animation however briefly shows the SMG with a closed bolt, before it quickly slides into the open position by itself due to the modified animation.
==Assault Rifles==
Automatic Rifles are split between Carbines for the Engineer Class, and Assault Rifles for the Assault Class. All the assault rifles are equipped with an under-slung grenade launcher, capable of firing standard grenades, or either smoke or canister flechette rounds.
===9A-91===
The 9A-91 with a suppressor is the starting carbine for Engineers. It is a powerful primary weapon for the class, likely due to its 9x39mm chambering, but only has a 20-round magazine (the smallest ammo capacity out of Engineer's primaries).
===AEK-971===
Called "AEK-971 Vintovka" in the weapons screen, the AEK-971 is the Assault kit's starting assault rifle and is the standard rifle used by the South American soldiers in the campaign. As with the previous game, it is equipped with the GP-30 underbarrel grenade launcher.
===AKS-74U===
The AKS-74U appears in the final campaign mission, and is unlocked at 16,000 points for the Engineer class in Multiplayer. As with all Engineer class weapons, it is suppressed and is referred to as the "AKS-74U Krinkov" in-game. Oddly, in the weapons info screen it has black plastic furniture, but in-game it has wood furniture. This is because the version in Bad Company 2 is simply a reskin of the original Bad Company's AKS-74U, in which it had the plastic furniture.
thumb|none|600px|A Kobra-equipped AKS-74U acquired at the start of the final mission. It seems that this scene was inspired by a similar scene in the movie Shoot 'em Up.
===AN-94===
The AN-94 with a GP-30 returns, now as the standard service rifle for the Russian Army in the story (replacing the AEK-971 in that role in the prior game). It is permanently set to the two-round burst mode, but incorrectly fires at the full-auto mode's 600 RPM instead of the burst mode's much higher fire rate. The AN-94 is unlocked at 28,000 score in the Assault class in multiplayer.
===Colt M16A4===
The M16A4 rifle appears only as the last unlockable assault rifle. The model is the same one from the original game, and is named the "M16A2" but has the detachable rear sight of the A4 pattern. The Bad Company 2 "M16A2" differs from the original "M16" that was used in the first Bad Company in multiple ways: the magazine has the correct 30-round capacity instead of 50, a three-round burst mode instead of being fully automatic, and Kobra sight or ACOG scope attachments (as is the case with most weapons in Bad Company 2). It requires 47,000 Points to unlock, and is the last unlock in the "Assault" kit. A camouflaged version is available with the SPECACT DLC.
===FN F2000 Tactical===
The FN F2000 Tactical is called the "F2000 Assault" in the game. It is always equipped with the FN GL1. It fires at a comparatively high 850 rpm compared to other assault rifles, but its report makes it sound as if it fires faster. It can first be found in the Sangre Del Toro mission, and appears later on sporadically as used by some of the Latin American troops and Russian special forces. In Multiplayer, it unlocks at 8,000 Assault score.
===FN SCAR-L CQC===
The FN SCAR-L CQC assault rifle is the first unlockable weapon for the Engineer in multiplayer (at 2,500 points), and found occasionally in the campaign mode. Russian SF troops can be seen using it in the Zero Dark Thirty mission. When firing bursts of automatic fire, the weapon ejects casings at a faster rate than it fires and cycles. This is probably due to it reusing scripts from Battlefield: Bad Company, in which it had a faster ROF.
===Heckler & Koch HK416 D10RS===
Referred as the M416. Apparently in the Bad Company universe, the Heckler & Koch HK416 weapon has been adopted by the US Army, thus the M416 designation. It is unlocked at 35,000 Assault class score. A well-balanced and versatile rifle, the HK416 was popular in multiplayer and can be outfitted with standard assault rifle attachments, such as a red dot sight, 4x scope and underslung M203, capable of firing flechette, HE or smoke rounds.
===Heckler & Koch XM8===
The Heckler & Koch XM8 with the XM320 underbarrel grenade launcher. In Campaign mode, it replaces the M416 as the signature weapon of B-Company. Redford and Marlowe use ACOGs, while Haggard uses a Red Dot Sight, though Redford and Haggard's optics are always present in gameplay, they only sometimes appear in cutscenes, while Marlowe's is always there (except in the tanker cutscene). 
thumb|none|400px|Heckler & Koch XM8 - 5.56x45mm
===Heckler & Koch XM8 Compact===
The H&K XM8 Compact equipped with a suppressor is an available weapon for the Engineer Class, unlocked at 6,500 points. It has the highest rate of fire of all the rifle-caliber carbines available to the Engineer. 
===Steyr AUG A3-CQC===
The Steyr AUG A3-CQC appears as the "STG.77 AUG" in-game. This name is the official designation of the Steyr AUG in the Austrian Army, however the A3-CQC variant seen here was never adopted. It unlocks at 20,000 score with the Assault Class in Multiplayer.
==Battle Rifles==
Can be used by any class once unlocked.
===Heckler & Koch G3A3===
A G3A3 appears simply as the "G3" and is only available as a multiplayer unlock. Despite claiming to be unlocked at Rank 26, players really unlock it at Rank 22, the first officer rank. It has a 20-round magazine and full-auto fire capability. It can be set to any class' primary slot. Elite tier Russian forces use the G3A3 in Onslaught mode.
===M1 Garand===
The M1 Garand can be unlocked by registering as a Battlefield "veteran" (i.e. registering at least one other Battlefield-series game). Called "WWII M1 Garand" in-game. Can be set to any class' primary slot. Another weapon carried over from 1943, and hence has correct right-hand ejection and charging handle. Oddly, the image for the weapon in the weapon info screen is the in-game model of the Type 5 rifle (which is itself based on the M1 Garand model). Reloading the Garand without expending all 8 rounds will magically lock back the bolt and eject an empty clip.
===Mk 14 Mod 0 EBR===
The Mk 14 Mod 0 EBR (Enhanced Battle Rifle) appears only in Multiplayer, unlocked at rank 19 (First Sergeant I). It is incorrectly called "M14 Mod 0 Enhanced" in the game and has a desert-tan camo paint. The Mk 14 has a semi-auto only firing option, can be equipped as a primary weapon for any class and has a 10-round capacity in gameplay despite what the weapon page description claims. Although it has the same in-game stats as the M1 Garand (excluding capacity), the Mk 14 reloads slightly faster and the player equipping it spawns with less reserve ammo for the rifle. Its rear sight however has a smaller peephole than the Garand. The Mk 14 also has a right-handed bolt, but spent casings eject to the left. The related original M14 appears in the Vietnam expansion pack. 
===Type 4 Rifle (M1 Garand mock-up) ===
Reused from Battlefield: 1943, the M1 Garand modified to stand in for the rare Japanese Type 4 is the standard weapon for the Japanese forces in the single-player mode. It has the clip latch which the Type 4 lacks, and functions in an identical fashion to the M1 Garand, complete with using en-bloc clips instead of the real weapon's stripper clips.
Unusually, the game allows the weapon to be reloaded partway through an en-bloc clip by using the clip latch. There is no model for an empty or partially fired clip, so regardless of how many rounds have been fired the Type 4 is always shown ejecting a completely full clip at the start of the reload animation, in contrast to the Garand's clip, which is always shown as empty. Unlike in Battlefield: 1943, ejecting a clip does not produce a ping sound.
thumb|none|350px|Type 4 - 7.7x58mm
==Sniper Rifles==
Sniper rifles are exclusive to the Recon class.
===Barrett M95===
The Barrett M95 returns as the "M95 Sniper" in Bad Company 2. The M95 can be found first in Crack The Sky in the story, and is used by Russian snipers in later missions. It is the final Recon unlock in Multiplayer, at 34,000 points. As per its .50 BMG chambering, it is very powerful, having some of the best penetration through cover (and will destroy light obstacles such as fences and doors). It can damage all vehicles, save for tanks, and is especially powerful against light vehicles and boats. A re-finished version is available with the SPECACT DLC.
===GOL sniper rifle===
The GOL sniper rifle is called the "GOL Sniper Magnum" in the game, only appearing in Multiplayer as a unlock at 21,000 points in the Recon kit. Its in-game designation implies that it is the .338 Lapua Magnum version.
===M24A2 Sniper Rifle===
The A2 variant of the M24 sniper rifle is the standard bolt-action sniper rifle used by Recon class, referred to as the "M24 Sniper".
===QBU-88===
The QBU-88 appears as the "Type 88 Sniper" and the first sniper rifle found in the campaign, used in Upriver. In Multiplayer, it is unlocked at 1,300 points in the Recon class.
===SV-98===
The SV-98 is called the "SV-98 Snaiperskaya" in the game. It has a green finish, with the bipod folded in. It is only found in Multiplayer, unlocked at 6,000 Recon score.
===SVU Dragunov===
The SVU Dragunov is called the "SVU Snaiperskaya Short" in the game. Equipped with a suppressor and PSO-1 scope. It also is only in MP, unlocked at 15,000 Recon points.
===VSS Vintorez===
The VSS Vintorez, in-game identified as the "VSS Snaiperskaya Special" (rather redundant, as VSS stands for "Vintovka Snaiperskaya Spetsialnaya" or Special Sniper Rifle. Essentially, the game identifies it as a Special Sniper Rifle Sniper Special.) Modeled with 10-round magazine, but carries 20. Fires full auto only, while the real VSS is select-fire. The VSS is the second-to-last unlock in MP, at 26,000 Recon points.
==Machine Guns==
Available to the Medic class.
===Heckler & Koch MG36===
The Heckler & Koch MG36 returns from the prior game, but only appears in MP as a late Medic unlock at 42,000 points. It's aimed using the Export version's 1.5x reflex sight, usable even without the Red Dot specialization. Using the 4x Scope spec. with this give the default optic some zoom. Before a patch that was released a few months after the game's release this weapon was basically unusable in Hardcore mode, as the sight's aiming dot was bugged (did not show up) in that mode. Apparently, it was accidentally considered a HUD item that shouldn't be displayed (Hardcore features a minimalistic HUD) in that mode.
===Heckler & Koch XM8 Automatic Rifle ===
The H&K XM8 Automatic Rifle is called the "XM8 LMG" in the game. Like the MG36, it also uses a Beta C-Mag. The in-game description incorrectly states that this XM8 comes with a built-in scope, when in fact it will only have a scope if one is equipped by the player as an attachment. It unlocks for the Medic class at 42,000 points.
===M60===
The M60 is called the "M60 LMG" in the game. Has a 100 round belt. Functions as Sweetwater's new signature gun in campaign mode, replacing his original M249. It can be found in the Sangre Del Toro mission, and is unlocked at 25,000 Medic score in Multiplayer. There, it is the most damaging per-shot machine gun for the Medic, but this is offset by its slower fire rate.
===M249 SAW Paratrooper===
The M249 SAW Paratrooper is called the "M249 SAW" in the game and only appears in Multiplayer, as the first MG unlock for medics at 3,300 score. It is fed by a 200 round belt and has a higher rate of fire than the Medic class' other MGs (apart from the MG3). As in the previous game, it has an M249-E2 heat shield.
===MG3===
The modernized MG42 rebranded as the MG3 returns from the previous game. It has a 100-round belt and the highest rate of fire of any of the game's machine guns. It can be first acquired in the Heart of Darkness Singleplayer mission, and appears later on the campaign as used by elite-tier Russian troops. They also use the MG3 in Onslaught mode. In Multiplayer, the MG3 is the final Medic unlock, at 52,000 points. A camouflaged version is available with the SPECACT DLC.
===PKM===
The PKM from the previous game returns, named here as the "PKM LMG" (the PKM is in fact a general-purpose MG; even the weapon screen description meakes mention of this). This is the starting weapon for the Medic class in multiplayer. It is fed by a 100-round belt.
===QJY-88===
The QJY-88 is called the "Type-88 LMG" in the game. Has a 200 round belt. It is the standard LMG used by the Russian forces and South American militia in the campaign. The QJY-88 is unlocked at 8,600 Medic points in Multiplayer.
==Shotguns==
Can be used by any class in Multiplayer once unlocked. Their stats can be changed by equipping magazine extensions (which do not visually change the shotgun's model) and/or loaading them with slug rounds, both of which appear in the form as unlockable perks for the player.
===Franchi SPAS-12===
Called the "SPAS-12 Combat" in the game, the Franchi SPAS-12 is found early on in the Singleplayer mission Heart of Darkness, and is unlocked at Rank 18 (Master Sergeant III) in Multiplayer. The in-game SPAS-12 is operated in pump-action only, and has the same damage statistics as the 870 MCS and NS2000 listed below. Judging by this SPAS-12's barrel length, it is the compact variant, however it incorrectly holds 8 rounds in singleplayer and in multiplayer (when equipped with the "extended magazine tube" perk during the latter). In Multiplayer, the SPAS-12 is a high damaging weapon, allowing players to kill enemies with a single shot at close range, but it has a somwhat lengthy (in the fast-paced gameplay of an FPS) pumping animation that can leave its user vulnerable. However, in any game mode in all platforms, users can cut short the shotgun's cycling animation by rapidly switching to another weapon and back to their shotgun; this is applicable to all of the game's pump-actions, but cannot be done with bolt-action rifles. 
The SPAS-12's weapon screen description states that "It's been in service for over 37 years"; with the real SPAS-12 having entered service in 1979, this suggests that the game is set after 2016.
===Izhmash Saiga 12K===
The Saiga 12K from the first game, again incorrectly identified as the 20 gauge Saiga 20K, reappears as the "Saiga 20K Semi". It has a 6-round magazine as standard, which is increased to 12 with the magazine extension perk (oddly, this retains the 6-rounder's model). The Saiga deals less damage than the pump-action shotguns, but makes up for this with a decent rate of fire. This shotgun only appears in Multiplayer, and is used by some Russian engineers in Onslaught mode. The Saiga is unlocked early on at Rank 2, Private II.
===NeoStead 2000===
Called the "Neostead 2000 Combat" in-game, the NeoStead 2000 is the last unlockable pump-action shotgun in Multiplayer. The NeoStead has a low 4-round capacity as standard (a third of the real gun's 12-round capacity), which can be increased to a still-underloaded 8 with the "extended mags" perk. Statistically, it is identical to the SPAS-12 and 870 MCS but comes with two advantages: its users cycle it faster than any of the other pump-action shotguns and it is reloaded two shells at a time (regardless if the player begins reloading with an odd number of shells left). It is a Multiplayer-exclusive weapon, unlocked at Rank 20, First Sergeant II. The NeoStead could be equipped as an improvised "sniper" by pairing it with slug rounds and "Magnum Ammunition" (a damage-boosting perk), granting any class a powerful long-range weapon. 
===Remington Model 870 MCS===
Called the "870 Combat" in the game, the the Remington Model 870 MCS is the first unlockable shotgun in Multiplayer at rank 1, Private I. Like the SPAS-12 and NS2000, the 870 MCS comes with a 4-round tube as standard, which can be doubled to 8 (correct for this model of M870).
===TOZ-194===
The TOZ-194 is available in the PS3 and PC beta, but only usable in Singleplayer in the full game. This shotgun has a capacity of 8 shots; one more round than its real-life counterpart. A version that fires slugs can also be found in Singleplayer, although fired slugs seem to explode on impact, making it quite useful as an accurate "power weapon". In the game's multiplayer beta, the TOZ-194 would have been available as a usable weapon, but was likely removed due to it having very similar stats to the SPAS-12, NeoStead 200 and M870 MCS.
===USAS-12===
Called the "USAS-12 Automatic" in the game. The USAS-12 has same magazine capacities as the Saiga, and can be considered a direct upgrade over the latter due to the USAS' full-auto ability. It can occasionally be found on weapon crates in the campaign, and is used by Russian spec-ops soldiers late in the campaign. The USAS is the last unlocked shotgun, at level 21 (First Sergeant III). The USAS-12 is modelled with a 10-round magazine but incorrectly holds 12 in both Singleplayer and Multiplayer. In the latter however, the USAS will hold 6 rounds at a time when not equipped with the "extended shotgun magazine" perk. 
==Grenade Launchers==
All of the Assault kit assault rifles are paired with underbarrel 40mm launchers. HE rounds are used by default; smoke and buckshot loadings can be unlocked and used instead.
On consoles and in the PC campaign mode, there is an animation for unfolding the launchers' sights. For whatever reason, the UBGLs are treated as a separate weapon in the PC version's Multiplayer, and lack this animation. Switching to the 40mm simply plays the equip animation again, with the sights unfolded. Kobra or ACOG sights will also disappear if equipped while using the grenade launcher, but return when switching back to the parent rifle. 
===FN GL1===
The GL1 is mounted on the FN F2000 Tactical. As with its parent weapon, it has either a black or tan finish depending on the terrain.
thumb|none|400px|FN GL1 40mm grenade launcher mounted to an FN F2000 (5.56x45mm NATO)
===GP-30===
The GP-30 grenade launcher is mounted on the AEK-971 and the AN-94.
===Heckler & Koch XM320===
The XM320 grenade launcher is mounted on the XM8.
===M203 Grenade Launcher===
The M203 grenade launcher appears in the game mounted on the HK416, M16A4, and AUG A3.
==Rocket/Missile Launchers==
Launchers are used by the Engineer class in a gadget slot in multiplayer. The Carl Gustav is a selectable primary in the campaign.
===Carl Gustav M3===
The Carl Gustav M3 returns as an Anti-Tank recoilless rifle. In the story, it is used almost-universally by both the South American and Russian forces despite the presence of the RPG-7 worn on the AT/Engineer character models, and several characters refer to it as an "RPG". In multiplayer, it is unlocked at 8,700 score with the Engineer class. Like the RPG-7, it can be used as a guided rocket launcher in combination with the Tracer Dart Gun. It is erroneously referred as the M2 model, which is distinguished from the M3 model by its lack of a carrying handle.
===M18 Recoilless Rifle===
In "Operation Aurora", Japanese soldiers can be seen using the M18 Recoilless Rifle, another idiosyncrasy recycled from Battlefield: 1943. They are unusable by the player.
===Pansarskott m/86===
The Swedish Army version of the M136 AT4, the Pansarskott m/86, appears only in MP as an unlock at 19,000 Engineer score. It has a fictional built-in tracking system, and is thereby not compatible with the Tracer Dart Gun. The reload animation is the player throwing away the launcher and grabbing a new one from his back. This means that the Engineer can carry up to eight AT4s on their back if the extra explosives perk is chosen. In MP, the U.S. Engineer's character model wears one regardless of the launcher he has equipped; it will temporarily disappear from his back if the player has both equipped and drawn the m/86.
thumb|none|400px|The Pansarskott m/86. 
===RPG-7===
The RPG-7 is the standard Anti-Tank Rocket Launcher used by Engineer class in Multiplayer. It is an unguided direct-fire weapon, but it can somehow also be used as a guided rocket launcher using the Tracer Dart Gun. It is fitted with a PGO-7 scope. Similarly with his U.S. counterpart in MP, the Russian Engineer will always have an RPG slung on his back that does not change with the Engineer player's selected launcher. While in the singleplayer campaign where the Carl Gustav M3 fulfills the role as the "RPG" in both dialogue and in gameplay, there are a few appearances where the RPG-7 can be seen, especially during cutscenes, though none of them are available to the player.
thumb|none|350px|RPG-7 - 40mm
==Explosives==
===Dynamite===
Remote-detonated TNT sticks are available briefly at the end of Operation Aurora.
==="HG-2" Grenade===
The same Mills Bomb/M67 frag grenade hybrid that appeared as the "HG-2" in the original Bad Company returns, although it is no longer treated as its own piece of equipment unique to certain kits and is instead usable by all kits (and by default in the campaign). It just has the generic designation of "Frag Grenade" in-game.
===M112 C4 Demolition Pack===
C4 bundles return from the prior game, and can be found in a few story missions as pickups. These demolition charges cannot be brought into the next mission. In MP, they are available to the Assault class if primary weapon other than an assault rifle is selected, and are in the Recon class.
===Mk 2 hand grenade===
The standard grenade during the mission "Operation Aurora" is the Mk 2 hand grenade.
===TS-50 Anti-Personnel Mine===
The same enlarged TS-50 anti-personnel mine is available to the Engineer kit as the "AT Mine," and is an alternate option to the rocket launchers.
==Emplaced Weapons==
===AT-14 Spriggan===
The AT-14 Spriggan (Russian designation 9M133 Kornet) is the standard ATGM for the Russian Army. It reuses firing sounds from the Carl Gustav M3.
thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm
===Bofors 40mm===
Bofors 40mm cannons can be found in the first level.
===BGM-71 TOW===
BGM-71 TOWs are used the antitank missile for the US Army. They appear mostly in multiplayer as static emplacements. Some of the Humvees in High Value Target sport TOW turrets. The only usable appearance of the TOW Humvee is on Atacama Desert in the console-only Onslaught mode. It reuses the m/86 launcher's firing sounds. 
It is also usable on the M2A3 Bradley with the "V ALT W" specialization.
===Browning M1919===
The Browning M1919 only (and incorrectly) appears in the first level as a mounted machine gun used by the Japanese.
===Browning M2===
The Browning M2 is mounted on top of the American M1A2 Abrams, in a CROWS system. It only appears on the Abrams; the Bradley appears to use a RWS version of the XM312.
===Bushmaster M242 chaingun===
M2A3 Bradleys feature M242 Bushmaster chaingun as their primary armament in multiplayer.
===FN M240C===
The M240C is coaxial mounted on the M1A2 Abrams MBT and usable by the "V ALT W" specialization. It is also present on the M2 Bradley, but not usable as its TOW tubes are used instead with that specialization.
===GAU-8/A Avenger===
US Air Force A-10s appear briefly in Bad Company 2, namely at the end of Heavy Metal when Marlowe has to call in airstrikes on an occupied town, and some MP levels such as Arica Harbor. In all instances, they are shown firing their GAU-8/A Avenger cannons.
thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm
===GIAT M693===
The South African Mi-24 "Super Hind" returns from the previous game, equipped with the GIAT M693.
===Gryazev-Shipunov GSh-30-2===
Russian Air Force/VVS Su-25 attack jets armed with the Gryazev-Shipunov GSh-30-2 appear rarely on certain MP levels, namely in some of the victory cutscenes for the Russian faction.
===Kord heavy machine gun===
The Kord is mounted on stationary turrets, GAZ-3937 Vodniks, and the Otokar Cobra truck.
===M134 Minigun===
The M134 Minigun is mounted on UH-60 Black Hawks.
===M167 VADS===
The M167 VADS was introduced in a June 8th update, appearing in the multiplayer stats section and added in the Map Pack 4 levels, Atacama Desert Rush and Port Valdez Conquest. A cut "ACV-S" M113 that mounted the VADS was supposed to appear as the US Army's AA vehicle, but the only trace left is a menu entry picture in the game files and in the image for the vehicle perks shortcut upgrade in the game store.
USMC F/A-18A Hornets (which carry a M61A1 Vulcan) from Battlefield 2 appear in the story and in some scripted scenarios in Multiplayer.
===M230 Chain Gun===
AH-64 Apaches return as the US Army's attack helicopter, with the M230 Chain Gun as the gunner's main armament.
thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B
===QLZ-87===
The emplaced version of the QLZ-87 was originally found only in the single player game. In an update on the 8th of June, it was added to the multiplayer stats section, and was added to multiplayer proper with the Onslaught DLC, where it appeared on the Atacama Desert and Isla Inocentes maps.
===PKT===
The PKT is coaxial mounted on the T-90 MBT.
===Shipunov 2A42===
Russian BMD-3s and the Mil Mi-28N Havoc have Shipunov 2A42 autocannons.
===Type 97 Aircraft Machine Gun===
Japanese Mitsubishi A6M "Zero" fighters are armed with Type 97 aircraft machine guns.
===Type 97 light machine gun===
The Type 97 light machine gun is mounted in Japanese Type 97 Chi-Ha tanks.
===Type 99 20 mm Cannon===
The "Zeros" are also armed with two wing-mounted Type 99 cannons.
===XM307 ACSW===
The XM307 ACSW is found mounted on the CAV and a pair are mounted on the Patrol Boat. In an update on the 8th of June, the standalone XM307 has been added to the multiplayer stats section, and has been added to the game in Map Pack 4. In the stats section it is incorrectly named an XM306, but in the killfeed it says XM307 like it should.
===XM312===
The XM312 is mounted on Humvees, CAVs, and stationary turrets. 
===ZU-23-2===
The ZU-23-2 is used as the standard AA emplacement throughout the game. It mostly appears in the Heavy Metal and High Value Target missions in the campaign, and in several multiplayer levels. The Russian Forces have a BMD-3 with a ZU-23 turret as their unique AA vehicle in a few scenarios. 
==Other==
===Colt M4A1===
The M4A1 Carbine is seen being held by the soldier on the box art and in the main menu background, but is not in the game.
===Orion Flare Gun===
A 12 gauge Orion Flare Gun is worn by the Russian Recon class, though, it is unusable in gameplay.
=Battlefield: Bad Company 2: Vietnam=
==Handguns==
===Colt M1911A1===
The M1911A1 makes a return in the expansion. Performs exactly as in the original game.
===TT-33===
The Tokarev TT-33 Pistol is the second available sidearm in the expansion. It incorrectly holds 12 rounds and has the same stats as the Beretta M9 in the base game.
==Submachine Guns==
===IMI Uzi===
The Uzi makes a return in the expansion. This time it appears without a suppressor.
===Ingram MAC-10===
The MAC-10 appears as "M10" in the game and has a unrealistic 40-round magazine capacity, due to it being a re-skin of the PP2000 from the base game. It also incorrectly fires from a closed bolt.
===M1928A1 Thompson===
The M1928A1 Thompson is also present as an all kit, WWII vintage weapon in the game. It functions the same as well, save for looking a little worse-for-wear.
===PPSh-41===
The PPSh-41 is available to the Engineer class. Called "PPSh" in the game. Despite being modeled with a 71-round drum magazine, the in-game weapon is a re-skin of the UMP45 from the base game, and thus has a paltry 25-round magazine capacity and slow rate of fire, but deals a decent amount of damage per shot.
==Assault Rifles / Battle Rifles==
===AK-47===
The AK-47 appears in the expansion as an other usable assault rifle. It is very popular in the game due to its high damage and moderate accuracy. The model appears to be derived from the AK that appears in Medal of Honor (2010)'s multiplayer.
===Colt Model 715===
The Colt Model 715 is issued to the Assault Kit. It can be identified by the brass deflector and modern forward assist. It has been modeled with a three prong flash hider and a triangular handguard. A similar configuration can be seen in the film Operation Dumbo Drop. It is called M16A1 in-game. Has the highest rate of fire but the slowest reload animation among the assault rifles (though the charging handle animation can be canceled). It also has a 30-round capacity despite being modeled with a Vietnam-era 20-round magazine.
===M1 Garand===
The bonus WWII-era M1 Garand from the base game is also available in the Vietnam expansion. It is an all kit weapon and functions much the same.
===M14===
Dubbed an assault rifle in-game, the M14 is fully automatic in the expansion, it has the highest damage but the slow rate of fire and a 20-round magazine. Referred to as "M14 Assault".
==Sniper Rifles==
===M21===
The M21 sniper rifle is modeled with a 20-round magazine but holds only 10 bullets. It is identical to the SVD Dragunov in stats.
===M40 Sniper Rifle===
The M40 Sniper Rifle is the most powerful non-explosive weapon in the game capable of killing anyone in one shot to the head or chest. Its only drawback is the 5-round capacity and slow (bolt-action) rate of fire. The rifle is incorrectly portrayed with a 5-round detachable box magazine instead of the internal magazine; this is because it is another weapon model shared between Bad Company 2: Vietnam and Medal of Honor (2010), specifically the M24 in MoH's multiplayer.
===NDM-86===
The NDM-86 is used by the Recon class. Holds 10 rounds and has a stronger default scope than any other sniper rifle in the game. It is incorrectly identified as a SVD in-game when in-fact it is a NDM-86, a .308 version made in China, using straight magazines. This particular model would be anachronistic, and was probably shared from Medal of Honor (2010)'s multiplayer.
==Shotgun==
===Remington Model 870===
The Remington Model 870 appears as the only usable shotgun in the expansion. Like in the base game, the Remington is named the "870 Combat" while also (anachronistically) reusing the MCS' HUD icon, and its tube holds an underloaded 4 rounds (that can be raised to 8). The Model 870 here is modelled after the USMC-configured version, but features a different forend shape. Statistically, the Remington does even higher damage at close range than the base game's 870 MCS.
==Machine Guns==
===M60===
The M60 is available to the medic class, and differs only cosmetically from the version found in the base game.
===M60D===
Two M60D machine guns are mounted on every UH-1 "Huey" helicopter. It is modeled with the lower handguard of the normal M60.
===RPK===
The RPK appears with an incorrect 100-round drum mag (should hold 75 rounds) in the expansion. It has the fastest reload time among the light machine guns. Likely due to reused code from the base game's MG36 or XM8AR, spent brass is seen ejecting to the left side, right through the receiver cover instead of through the ejection port. Due to a bug, the rear sight and bipod are missing on the first person model except during its reload animation.
===Stoner 63===
The Stoner 63 in the Commando (or Mark 23) configuration is called the "XM22" in the game. The designation is technically incorrect, since XM22 designates the Stoner 63 in the rifle configuration. It feeds from a 100-round belt box that holds 200-round in gameplay. Possibly in order to fit the animations of the M249 from the base game, the Stoner has the Mk. 23 horizontally mounted belt box, but feeds from the left side instead of the right, and retains the Stoner's original side-mounted charging handle instead of the underbarrel one. It also lacks the belt cover that would be attached to the Mk. 23's box holder.
===Browning M1919===
The Browning M1919 is seen mounted on American M151A1 MUTT jeeps & River Patrol Boats.
===Browning M2===
The Browning M2 appears to be the mounted HMG on the M48 Patton Tank.
===MG 34===
The MG 34 is mounted on NVA T54 tanks and GAZ69 trucks. Its use by the Communist Vietnamese forces is actually historically accurate, as they received MG 34s from the USSR and China as aid, and the French also brought many examples into the country during Vietnam's prior war for independence. 
==Launchers==
===M79 Grenade Launcher===
The M79 grenade launcher is issued as a gadget to the Assault kit. It is the Vietnam expansion's equivalent of the underbarrel 40mm grenade launchers from the base game. The M79 in-game is decked out in a tiger-stripe paint scheme as seen on a different M79 in Apocalypse Now. Erroneously, the launcher's reload animation doesn't involve removing the spent 40mm casing, making the weapon's grenades appear to be caseless.
===RPG-7===
In Battlefield: Bad Company 2: Vietnam, the RPG-7 is issued to the Engineer kit. It now features its standard iron sights but is otherwise similar to the RPG-7 from the base game.
==Miscellaneous==
===M9-2 Flamethrower===
The M9-2 is a powerful weapon issued to all kits. It has a limited amount of fuel (300 "rounds"), but this allows a continuous spray of fire until it runs out. It doesn't have a reload animation. Any spare gas will be instantly loaded if the reload button is pressed. 
===TS-50 mine===
The same scaled-up TS-50 anti-personnel mine from the base game is available to the Engineer class as an alternative to the RPG-7 and serves as an anti-vehicle mine.
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