Battlefield: Warzones

Battlefield: Warzones is the latest video game from D.I.C.E. and the folks at EA. It is an expansion to Battlefield: Bad Company and includes more maps. Although built for the computer, consoles can play this as well. Campaign is a base mode of Conquest maps that can be played non-linearaily and serves as base single-player, although other maps are available for PC.

As well, the campaign can be played co-operatively and through the Internet. The layout of this article is taken from the Battlefield 2 article at Wikipedia.

Gameplay
The gameplay is similar to regular Battlefield: at the start of each match, a Commander election is held. A Commander is selected at random to lead his team (Commanders will be explained below). In the standard gameplay mode, Conquest, each side starts with 250 tickets (a homage to the first Star Wars: Battlefront game) and one or more flags. Each flag, or control point, acts as a spawn point for vehicles and soldiers. There may or may not be neutral ones, and sometimes "base" CPs cannot be captured. Overall, the goal is to drain the opponent's tickets, or "reinforcement points", to zero. Every time a soldier is killed a ticket is lost. Thereby, there are a few ways to remove tickets, including recklessly killing enemies, holding more than half the CPs on the map (causing the other side to lost tickets due to a tactical disadvantage), or hold all the flags and kill all enemy soldiers, thereby nullifying their presence on the map.

There are 15 second "spawn cycles" where players may choose their spawn point, class, and weaponry. At the end, players are automatically dropped onto the map. This feature is excluded in single-player modes except for CTF or Gold Rush.

There are multiple modes of play and they include Campaign, Conquest, 1 Flag Rugby CTF, 2 Flag CTF, Multi Flag CTF, and Gold Rush. Conquest is described above. Capture the Flag uses points instead of tickets, and the goal is to earn a certain amount of points or get a defined amount of captures. 1 Flag Rugby changes the rules: instead of being a vehicle-altered event where players simply need to sprint, grab the flag, and run to their base, Rugby CTF places the capture zone in the ENEMY base, requiring the player to travel to the enemy's base CP and drop the flag there. 2 Flag remains unchanged. Multi Flag CTF is a game of "keepsakes": inspired by Killzone's "Supply Drop" multiplayer mode, there are multiple neutral flags and each player must capture one and insert them into a flagpole on their base. Neutral flags do not return: instead, they are kept there. For every 5 seconds a team holds a flag they get 1 point, meaning that every 5 seconds a team holds 5 flags they gain 5 points. Enemy players can capture the neutral flags by running over the enemy flagpole and grabbing the flag. Gold Rush is taken directly from Bad Company: attackers attempt to destroy caches of gold hidden throughout the map while defenders attempt to run down their tickets. In exchange for the attackers having a ticket count, the attackers recieve more players due to the defender's infinite spawns (example: out of every 10 matches of Gold Rush you play, in at least 6 you would be the attacker). In all modes except Conquest, flag capturing is COMPLETELY disabled.

Infantry classes
Before their initial spawn, players are able to select a class. There are five classes: Assault, Support, Recon, Anti-Armor, and Engineer. Assault classes carry an assault rifle which may have a grenade launcher, a pistol, some smoke grenades, and a knife. Support classes carry a light machine gun, ammo and health bags, a pistol, a pair of defibrillators and some grenades. Recon classes carry sniper rifles, silenced pistols, frag grenades, and a laser designator to call in airstrikes. Anti-Armor classes carry SMGs, a pistol, some grenades, and, obviously, a rocket launcher. Engineers, finally, carry shotguns, a wrench, a pistol, and 5 blocks of C-4 explosives.

Players are able to switch between classes between respawns. The Options menu is where the kinds of weapons are adjusted as they are unlocked. As well, players can pick up the kits of dead comrades or enemies and gain their weapons and ammo. There are also heavy and light classes: Support and Anti-Armor classes move slowly but have flak jackets, and Assault, Recon, and Engineer classes have no armor, but can run faster.

Vehicles
Unlike Bad Company, Warzones places more emphasis on vehicles, adding more types (Light Scout, Heavy Scout, APC, Tracked APC, Light Tank, Heavy Tank, Scout Helicopter, Transport Helicopter, Assault Helicopter, Light Fighter, Heavy Fighter, Fighter-Bomber) and reviving naval warfare (adding in the Nuclear Submarine, Advanced Battleship, Anti-Submarine Destroyer and the Nuclear Aircraft Carrier) as well as making aircraft like AH-64D Apache Longbows and Su-27 Flankers easier to fly.

Features
Warzones hosts a multitude of features while improving on them at the same time.

Squads
The ability to host squads is included. There are four squads (Fireteam Alpha, Bravo Squad, Fireteam Charlie, and Delta Squad) but custom named squads can be made. In the style of games like Hidden and Dangerous 2, only four people are allowed in the squad: the Squad Leader, and three others. In addition, a private VoIP chat is included for each squad. Squad leaders have VoIP channels to the commander, can request aid from the commander, and can issue orders to their squadmates, as well as issuing orders that the commander has given him. Squad soldiers can respawn at the Squad Leader's location, assuming he is alive at the time.

The Commander
The Commander is the top dog behind things. At the beginning of each match, an "election" is held, and whoever wins it by random pick becomes the commander for a match and is removed from the battle to command things, unlike other Battlefield games. Only one person can be picked to be Commander: usually, it is the person who has the higher rank, or, on Xbox Live, the highest TrueSkill rating. The commander has access to multitudes of things: for example, he can order Squad Leaders to certain points and the Squad Leader can relay them to his team. As well, he has access to a variety of support, including brief artillery fire on a certain area, supply drops, vehicle drops, scans of the map, or UAV overflights. All (excluding the Supply Drop) rely on something: scans require the radar is standing, artillery requires at least one piece of artillery is there, the UAV relies on the UAV trailer, and the Vehicle Drop also relies on the radar station to be operating.

Commanders may resign at any point, allowing another player to take the position, or, providing the server has that option enabled, can be voted out of their position with a mutiny vote.

Awards and Unlockable Weapons
For the Nintendo Wii and PC/Mac, there are awards. Each award is obtained for performing a certain feat (ex. Make 5 headshots in a row without missing), but for the PS3 and 360 versions, they have been incorporated into the Achievements/Trophies. As well, there are unlockable weapons. A certain amount of weapons are locked in-game: they require 1-2 unlock credit/s or a certain award to get (in the case of Find All Five weapons, you need to get the "Expert" award [Get 500 kills with the gun/350 with the grenade launcher] or another crazy award to obtain.). Unlock credits are earned when you level-up and two weapons from each class cost 1 credit to unlock. One weapon from each costs 2, and the FoF weapons require you gain an award. As well, the credit unlockable weapons are obtainable through the means of an award, and there is a discout on the XM8C if you have the other two XM8s already. Once a weapon is unlocked, it is unlocked permanently.

Maps
Maps come in 16 and 32 player variations for the 360, Wii, and PS3: but 64 player maps are only for the PC/Mac versions, except for Wake Island 2010. Map sizes not only determine the availability of vehicles, they also determine the control points and where they are placed. All of the maps from Battlefield 2, Special Forces, Euro Force, and Armored Fury are available. For the Special Forces maps, the ziplines have been placed in strategic areas. As well, all current Battlefield: Bad Company maps are available, and for the PC, using a converter tool, Vietnam, 2142, Northern Strike, and 1942 maps, as well as The Road To Rome and Secret Weapons of WWII maps can be converted. That brings the total to up to 500+ maps which can then be played on.

Real Time Strategy Mode
If you pick to play this mode, you start as a Commander. You have no functions except a Light Vehicle Drop and a Barracks. You can train any of the five sides with the weapons they have but you can spend Resources to upgrade them. Building a Vehicle Factory should be a top priority as you will then be able to produce vehicles which are different to infantry: they need no infantry to use them. The Vehicle Factory can then be used to upgrade your Vehicle Drops. Here's a list of what you can build:


 * Barracks-Standard. Allows you to train infantry and can upgrade your Vehicle Drops.
 * Vehicle Drop-Light Vehicle Drop (drop either light Scout or transport Scout), Vehicle Drop (drop an APC in addition to the scouts), Heavy Vehicle Drop (drop a tank in addition to the scouts and APC).
 * Vehicle Factory-Must be built, costs 1000 Resources. Allows you to build ground vehicles, like the DPV, the Humvee, the Bradley, and the Abrams.
 * Airfield-Must be built, costs 1500 Resources. Allows you to build helicopters and jets.
 * Artillery-Costs 100 Resources per cannon, increasing by 50 for each cannon built. Allows you to call in Artillery Strikes, which increase in power and range with each cannon built.
 * UAV Trailer-Costs 1000 Resources. If an Airfield is built, allows you to call in a UAV scan. The UAV has large line of sight and huge maneuverability, but is very slow and prone to destruction. When the UAV runs out of fuel/is destroyed, you will need to wait while another is built.
 * Radar-Costs 2000 Resources. Allows you to call in Supply Drops and Scans. Scans can be upgraded to reveal more of the map.

Official Modifications
This section is for modifications made for the game.

Battlefield: Broken Steel
Named after the upcoming DLC pack of the same name, Broken Steel replaces the sides with the USMC, the Terrorists, the Brotherhood of Steel, and the Mercenaries. It spawns you as a mercenary: although you can choose your class, it then turns into a regular FPS with the ability to change your firearm and sidearm throughout the missions. There are four slots: the sidearm, firearm, rocket launcher, and grenades. The ammo/health recharging crates have returned, as well as vehicle "repair areas" which can repair vehicles parked in them.

The USMC
The USMC is the United States Marine Corps. Featured in the regular Battlefield 2, the USMC is the peacekeeping force encountered in most SP missions.

Sidearm: Silenced Beretta 92
 * The Beretta 92 is now permanently silenced, but the fire rate and damage have been downtoned.

Sniper Rifle: M25 Sniper Rifle
 * The M25 returns. Although it deals a bit more damage than other snipers, it is bolt-action, which makes shot delay long.

Assault Rifle: M16A2/A3
 * The M16 was a bad weapon design. It jammed frequently, and was useless. However, it was upgraded: the A1 added a 30 round clip as standard. The A2, used as the Fast Assault weapon, ditched fully-automatic fire in exchange for a three-shot burst. The A3 added the M203 as standard. The M203 is a destructive grenade launcher, and the M16 is more accurate than other ARs due to the three-shot burst.

Submachine Gun: MP5A3-SD
 * The MP5 in Battlefield 2 was silenced for this game. The MP5A3-SD's silencer is undetachable. It has 30 rounds and is more effective than the regular MP5.

Rocket Launcher: Predator SRAW
 * The SRAW is a disposable anti-tank rocket launcher. It is unique because it fires guided missiles. The rocket launcher is disposable, meaning you can carry few of them and they must be thrown away in exchange for guided missile fire.

Shotgun: Remington 11-37
 * The Remington returns. Having a very high damage rate, the Remington is a deadly shotgun whose only disadvantage being in the fact that is is a pump-action.

Carbine: M4 Carbine
 * The M4 Carbine returns very much the same as in Battlefield 2. The damage is similar but lowered between the M16 and MP5, and the M4 also has a limited zoom scope with a laser sight.

Light Machinegun: M249 SAW
 * The SAW makes a comeback. Still carrying 100 rounds, it deals lots of damage, but overheats fairly quickly.

Character Design: The USMC soldiers look like regular desert camo US soldiers. Later on, they take on a more GRAW-ish look and are seen carrying backpacks and with a helmet-mounted HUD eye display, similar to the Land Warrior system.

The Terrorists
Based on the Taliban, the Terrorists believe Western civlization to be a lie, and work to destroy it, attacking ANYONE with a Western way of life in their country.

Sidearm: Glock 18
 * The Glock 18 is a fully-automatic machine pistol. Terrorists are eager to pull it, but at medium range the Glock is less than inaccurate. In multiplayer, in a similar move to Counter-Strike, to ensure the Terrorist team doesn't have a fully automatic machine pistol as their sidearm, the Glock was downgraded to a three-shot burst.

Sniper Rifle: SVD Dragunov
 * The SVD returns. It is silenced however, reducing damage and fire rate.

Assault Rifle: AK-47
 * The classic AK-47 returns. One of the most durable weapons in the world, the Assault 47s are outfitted with a crude grenade launcher.

Submachine Gun: Uzi
 * The Uzi is a classic submachine gun and the terrorists use it often. Supressed and with a stock outfitted, Uzis can be deadly in the right hands and useless in the wrong.

Rocket Launcher: RPG-7
 * The RPG is very easy to find and has a lot of storable ammo. Its only downside is that the RPG is inaccurate and does little damage.

Shotgun: Double-Barreled Shotgun
 * Using homemade 8 gauge shells, the Double-Barrel Shotgun is the deadliest shotgun in the mod. However, the long reload time ensures that it is countered in a way from becoming a griefing weapon.

Carbine: AK-74
 * The AKs-74u returns, this time with the AK-74 name. It is similar to the original 74u in use, and keeps the red dot aperture sight.

Light Machinegun: RPD
 * The RPD returns again. However, it has no bipod, a slowed fire rate and reduced damage, but no overheat.

Character Design: Terrorists look like regular Middle Eastern civilians, but they wear black flak jackets and brandish weapons.

The Brotherhood of Steel
The Brotherhood of Steel were formed after the Great War of 2077 to ensure technology stays as it is. They do not hesitate to use laser and energy weaponry: most of their weapons are crude and some are deadly.

Sidearm: AEP5 Laser Pistol
 * The Laser Pistol is, well, a pistol firing lasers. It uses Electron Charge Packs and squeezes 30 rounds out of one.

Sniper Rifle: DKS-501 Sniper Rifle
 * The Sniper Rifle is a self-explanatory weapon, and houses 5 .308 rounds. It is unsupressed.

Assault Rifle: R91 Assault Rifle
 * The R91 Assault Rifle carries 24 5.56mm rounds in a clip. The Brotherhood's Assault variant uses a crude grenade launcher that fires Frag Grenades. The launcher was based off the specifications for the Wanderer's Rock-It Launcher.

Submachine Gun: MP9 SMG
 * The MP9 is a continuation of the MP5. It is similar to the MP5 in design and operation, but is unsupressed and uses 10mm rounds. It is also slightly smaller than the MP5.

Rocket Launcher: Missile Launcher
 * The Missile Launcher has no designation, but uses rockets. It is fast and moderately damaging, but has no homing or guiding function.

Shotgun: Combat Shotgun
 * The Combat Shotgun is a jury-rigged PPSh-41 submachine gun. It was rigged to fire shotgun shells and is very fragile.

Carbine: AER7 Laser Rifle
 * The Laser Rifle may be used by the Brotherhood, but it is less common than the Assault Rifle. It is used by Special Ops soldiers and has less damage, but fires faster than, the R91.

Light Machinegun: Minigun
 * The Minigun was picked because there were no LMGs in Fallout 3. The Minigun has the lowest damage of any weapon in the game (primarily because it uses 5mm ammunition) but carries 240 rounds and fires very fast to cover up. It is very difficult to survive a barrage of Minigun fire, but there is a long reload time and it slows down the player considerably when carried and used.

Character Design: The Brotherhood's characters all use T-51b Power Armor. This does not provide any advantage in MP: it is simply there for show.

The Mercenaries
The Mercenaries exist as an alternative to the USMC and BoS in ending the Terrorist threat and will work with both sides to finish it. Unlike other mercenaries, they want to protect their home countries from terrorism, and recieve pay as a side-effect of their work.

Sidearm: Desert Eagle
 * You will always start with this sidearm, and it unwise to give it up. It has slow fire rate but the highest sidearm damage of any pistol.

Sniper Rifle: M95 Barrett
 * A Barrett can be heard from across maps, and is the most powerful sniper, with 5 rounds chambered in .50. The Barrett has a very slow reload time due to its weight.

Assault Rifle: FAMAS
 * The FAMAS is made by MAS, a French firearms company. It is a bullpup rifle with a 30 round clip, and is very powerful despite its 5.56mm round.

Submachine Gun: SCAR Light
 * The next US AR for the mainstream military also has an SMG version. The SCAR Light has a 30 round box magazine and is, in fact, more similar to an assault rifle than it is an SMG. It is not a carbine, however.

Rocket Launcher: Shoulder-Launched Multipurpose Assault Weapon (SLMAW)
 * The SLMAW is a destructive rocket launcher that locks onto targets. It also has rare ammo.

Shotgun: USAS12
 * The USAS12 is a fully-automatic shotgun that has a 15 round box magazine. However, it fires 24 gauge rounds to solve for this.

Carbine: XM8
 * The XM8 was made as an assault rifle, but with Merc adjustments, it becomes a carbine. It still has 30 rounds and a scope, but is is less deadly than the regular XM8.

Light Machinegun: G36 LMG
 * The G36 LMG is a variant of the G36. However, this one has a slightly higher fire rate and lower damage than the regular.

Character Design: The Mercenaries have their own unique ragtag look. They adopt the ExOps logo from the first Mercenaries game.

Campaign Missions
The missions can be played non-lineraily and count towards 100% completion of the game.

USMC vs. MEC
Gulf of Oman-A map taking place in the Gulf of Oman, where the US has set up a beachhead on the shoreline. Both sides need to secure all of the neutral Control Points (which are controlled at the moment) and then trash the opponent's base (USS Essex/MEC Airfield).

Description: "A USMC Marine Expeditionary Unit (MEU) has landed on this Persian Gulf beach during the night in the hopes of quickly seizing the nearby MEC airbase. The stakes are high for both sides. The Marines face possibly being driven into the sea and destroyed. The MEC forces could lose a key airbase and open the door for US forces to take strategic oilfields. Both sides have been using the morning to prepare for a final assault."

Victory Prize: Vehicle Drop and Supply Drop recharge faster due to oilfields.

Kubra Dam-A map taking place around the under-construction Kubra Dam. The USMC wants the Dam, and the MEC wants to keep it. The mission will fail for both sides if Kubra Dam is destroyed (and it can).

Description: "Active Component brigades of the US Marines are deploying toward a key dam site in the Saudi desert, intent upon control of this strategic location. To counter the threat, MEC forces are advancing their own mobile brigades to blunt the US spearhead. This rough desert terrain contains a mix of terrain types, requiring the utmost in tactical flexibility by both US and MEC soldiers. The ultimate objective of both sides in this battle is to gain control of the entire Kubra Dam sector."

Victory Prize: None

Mashtuur City-A map taking place in Mashtuur City, which the USMC wants to stall the MEC advance. The mission will be a loss for a team if they inflict 30% collateral damage on the city.

Description: "Leading elements of the US ground force must capture Mashtuur City, a primary Middle East axis of advance. In response, MEC units are rushing forward to hold the city at all costs. In this double assault upon a key urban asset, all elements of modern warfare are likely to be deployed, attempting to secure vital CPs that dot the city. Victory will go to the side that controls the majority of Mashtuur when hostilities cease."

Operation Clean Sweep-A map taking place in a crucial chain of islands in a major waterway to the entrance of the Persian Gulf, which the US needs to capture to get there.

Description: "This vital entrance to the Persian Gulf is held by local MEC forces who have established a strong defensive presence on the scattered islands of the waterway. For the US Rapid Deployment force to clear the waterway they must first deploy air assets to disable a key MEC power station, after which the US force must enter the channel and capture the islands defended by these determined MEC fighters."

Victory Prize: None

Sharqi Peninsula-A map taking place in a resort villa on the Persian Gulf used for MEC propaganda transmissions which the USMC has captured. The MEC want it back, and thus begins the fight. The mission will be a failure if the transmitter tower is destroyed, nullifying the purpose of the villa.

Description: "This vital position on the Persian Gulf possesses a TV station with a powerful transmitter, allowing it to aid propaganda support for the ongoing MEC campaign. US Rapid Deployment forces have captured this coastal position and now face a determined counterattack by converging MEC forces. This lazy seaside resort of villas, markets and beach houses is about to become a modern battlefield as US forces attempt to hold on to their newly-captured communications prize."

Victory Prize: MEC forces are less determined to fight

Strike at Karkand-Karkand has a major industrial facility and harbor, and the USMC wants to capture it or destroy it to attempt to destroy the MEC's war efforts. The mission is a victory regardless of whether or not the USMC kills all of the MEC or the industrial facility itself has been destroyed.

Description: "Control of the industrial facility and harbor at Karkand motivate this assault by US forces, where they find MEC forces marshalling to defend the industrial city and determined to meet this attack with stiff resistance. The terrain surrounding Karkand sufficiently opens to allow for sweeping fields of fire but the open ground increases the danger posed by anti-vehicle missiles and sniping. It is thus vital for both sides to secure firebases in Karkand’s sheltered city center."

Victory Prize: Vehicle Drop recharges faster (if all MEC are dead), less enemy vehicles are encountered

Zatar Wetlands-A large delta along the Red Sea's coastline where the MEC has a natural gas operation running. The USMC is running to grab this natural gas, but they need to be careful. The mission is a failure if the natural gas rig is destroyed or over 90% of the gas is loosed by warfare.

Description: "The Zatar Wetlands along the Red Sea coastline possess vital natural gas resources, but create a difficult battlefield for US and MEC forces. Small tributaries break the landscape into isolated islands whose soggy marshes inhibit heavy vehicles. As American forces advance, MEC forces possess an initial advantage in the air. Control of an abandoned airfield is crucial early in the battle, after which supply line protection will become an additional consideration."

Victory Prize: None

USMC vs. PLA
Dalian Plant-A nuclear power plant facility which the USMC wants to take from the Chinese to force disruptions to Northern China's electrical grid. The mission is a failure if the Dalian Plant facility is destroyed-it then nuclearily detonates, annihilating the entire area.

Description: "US Rapid Deployment forces are advancing to capture the Dalian Plant nuclear facility and force disruptions to the electrical grid in northern China. Elements of the Second Army of the People’s Republic of China have moved forward to serve as an improvised defensive force. This location is of vital strategic importance to both sides, for a major reduction of the generating capacity of the PLA forces would allow rapid consolidation of US units dispersed throughout this vast region."

Victory Prize: None

The Weapons
This section is for the weapons. The seven classes are the Assault Rifle, the Light Machinegun, the Submachine Gun, the Shotgun, the Sniper Rifle, the Pistol, and the Anti Armor weapon. Make suggestions on the talk page for weapons you want in the game, and I will add them. The weapons from Bad Company, as well as a few pistols, are all mainstays. Any weapons added by the community will be released as Downloadable Content.

A special rule applies to the XM8s: if you have the XM8 and XM8 LMG already, you will only have to use 1 unlock credit for the XM8C. Most weapons are DLC however. The total amount of weapons as of July 7th, 2009 is 184.

Pistols
M9 Beretta

Colt 1911

Desert Eagle (DLC)

Supressed SiG Sauer P226 (DLC)

.356 G.I. Revolver (DLC)

Tokarev TT-33 (DLC)

USP .45 (DLC)

Glock 18 (DLC)

SiG Sauer P228 (DLC)

Five-seveN (DLC)

Silenced Beretta 96 (DLC)

Beretta 96 (DLC)

MP-444 Bagheera (DLC)

Silenced Bagheera (DLC)

QSZ-92 (DLC)

Silenced QSZ-92 (DLC)

.32 S&amp;W Revolver (DLC)

N99 Pistol (DLC)

Zhu-Rong 418 Pistol (DLC)

Silenced N99 Pistol (DLC)

.44 Blackhawk (DLC)

AEP7 Laser Pistol (DLC)

Enclave Plasma Pistol (DLC)

Bauer 1980 SOCOM (DLC)

EDF Pistol (DLC)

Makarov PMM (DLC)

Star Firestar .45 (DLC)

Race Gun (DLC)

Ruger Mk. II Tranq (DLC)

.45 Operator (DLC)

SiG Sauer GSR (DLC)

Mk. 23 SOCOM (DLC)

Type 17 Mauser (DLC)

Desert Eagle Ex. Barrel (DLC)

THOR Handgun (DLC)

PSS (DLC)

Colt Python (DLC)

Silenced Colt 1911 (DLC)

CZ-75 (DLC)

Modified Colt 1911 (DLC)

K5 (DLC)

Anaconda Revolver (DLC)

IvP-18 Tropov (DLC)

IvP-18 S-FOX (DLC)

M3 Revolver (DLC)

M4 Revolver (DLC)

M4 Bull Stopper (DLC)

M6D Pistol (DLC)

M6C Magnum (DLC)

M6C/SOCOM (DLC)

M6G Magnum (DLC)

Plasma Pistol (DLC)

Browning PRO-9 (DLC)

Assault Rifles
AEK971

AN94 w/Grenade launcher (2 unlock credits or Grenade Spammer: Kill 10 enemies in a match using the grenade launcher)

AUG

F2000 w/Grenade Launcher (Assault Expert: Reach 500 kills with the Assault Rifle and 350 kills with the Grenade Launcher)

M16A3 w/Grenade Launcher(1 unlock credit or Assault Sniper: Get 20 headshots with the Assault Rifle)

HK416 w/Grenade Launcher

XM8 (1 unlock credit or You're Crazy, Fool: Take out or deliver the killing blow to a Tracked APC or a Light Tank using the Grenade Launcher)

AK47/GP25 (DLC)

AK103 (DLC)

M4A1 w/Grenade Launcher (DLC)

QBZ-95 (DLC)

AK47 Beta Spetznaz (DLC)

MP44 (DLC)

IMI Galil (DLC)

SiG Sauer 552 (DLC)

FAMAS (DLC)

Steyr AUG A1 Bullpup (DLC)

G3 (DLC)

AK-101 w/GP-30(DLC)

AKs-74u (DLC)

L85A1 Enfield/GL (DLC)

G36E (DLC)

Mk 16. SCAR-L (DLC)

HK53A3 (DLC)

R91 Assault Rifle (DLC)

Xuanlong Assault Rifle (DLC)

R91 Infiltrator (DLC)

AER9 Laser Rifle (DLC)

Enclave Plasma Rifle (DLC)

Crysis SCAR w/ Grenade Launcher (DLC)

Crysis SCAR w/ Scope (DLC)

FY-71 w/ Grenade Launcher (DLC)

FY-71 w/ Assault Scope (DLC)

EDF Assault Rifle (DLC)

FN-FAL Paratrooper (DLC)

Tanegashima (DLC)

M14 EBR (DLC)

Colt Model 733 (DLC)

Hivehand (DLC)

AR2 Pulse Rifle (DLC)

K2 (DLC)

MA5B Assault Rifle (DLC)

MA5C Assault Rifle (DLC)

BR55HB SR Battle Rifle (DLC)

Plasma Rifle (DLC)

Spiker (DLC)

HK33 (DLC)

HK53 (DLC)

TAR 21/M203 (DLC)

Light Machineguns
M249

M60 (LMG Expert: Reach 500 kills with the Light Machinegun)

MG3 (2 unlock credits or Anti-Armor Machine Gunner: Destroy 5 Heavy Scout vehicles in one match with the Light Machinegun)

MG36 (1 unlock credit or Supressive Fire: Kill 20 enemies within 30 seconds)

PKM

QJU88

XM8 LMG (1 unlock credit or CHARGE: Kill 5 enemies and capture a CP within 30 seconds of each other)

Mini MG42 (DLC)

BAR M1918 (DLC)

Bren Gun (DLC)

Degtyarev DP28 (DLC)

ZB26 (DLC)

Type 96 Woodpecker (DLC)

Kord (DLC)

RPK-74 (DLC)

Type 95 (DLC)

HK21 (DLC)

Shi Ten (DLC)

Mk. 48 (DLC)

K3 (DLC)

StA-3 (DLC)

M1 Tyrant (DLC)

M224-A1 (DLC)

Submachine Guns
9A91

AKS74u

PP2000 (1 unlock credit or SMG Nut: Kill 1 enemy with a headshot at medium range)

SCAR

UMP (1 unlock credit or Bar Assassin: Kill 5 enemies using the 9A91's melee attack)

Uzi (SMG Expert: Reach 500 kills with the Sub Machinegun)

XM8C (2/1 unlock credit/s or Silenced Killer: Kill 5 enemies by shooting them in the back with any of the SMGs)

MP5SD (DLC)

Supressed P90 (DLC)

Drum Clip Thompson (DLC)

MP40 (DLC)

PPSh44 (DLC)

Silenced Sten SMG (DLC)

M3 Grease Gun (DLC)

Silenced Steyr TMP (DLC)

Mac-10 (DLC)

UMP 45 (DLC)

QBZ-97 (DLC)

Type 85 (DLC)

PP-19 (DLC)

MP-7 (DLC)

G36C (DLC)

MP9 SMG (DLC)

MPX8 (DLC)

M10 (DLC)

Scorpion vz. 83 (DLC)

The Patriot (DLC)

Tec-9 (DLC)

Micro Uzi (DLC)

Silenced Mac-10 (DLC)

SP-89 (DLC)

S&amp;W MP10 (DLC)

K1A (DLC)

K7 (DLC)

StA-11 (DLC)

M66-SD (DLC)

M7/C SMG (DLC)

M7S/C SMG (DLC)

Needler (DLC)

Spiker (DLC)

Brute Plasma Rifle (DLC)

TDI Kriss Super V (DLC)

Sniper Rifles
GOL

M24

M95 (1 unlock credit or Close-Range Sniper: Kill 5 enemies at pointblank range with the sniper rifle)

QBU88 (Sniper Rifle Expert: Get 350 headshots with the Sniper Rifle or N-N-NO SCOPE WAS INVOLVED: Get 25 noscope headshots)

SV98

SVU (1 unlock credit or Stock Assassin: Kill 5 enemies with the stock of any sniper except for the VSS Vintores)

VSS Vintores (2 unlock credits or Silenced Sniper: Make 5 headshots during a match with the SVU without being killed until after the award is earned)

SVD Dragunov (DLC)

KSVK 10.7 (DLC)

M1903A4 Springfield (DLC)

Scoped Karabiner 98k (DLC)

Scout Sniper Rifle (DLC)

Arctic Warfare Magnum (DLC)

G3/SG-1 (DLC)

SiG Sauer 550 (DLC)

DKS-501 Sniper Rifle (DLC)

DSG-1 (DLC)

EDF Sniper Rifle (DLC)

Accuracy International AS50 (DLC)

PSG-1 (DLC)

Ruger Mini-14 (DLC)

MSG-90 (DLC)

SR-25 (DLC)

StA-14/Scope (DLC)

VC32 (DLC)

M86 Barrett (DLC)

SRS-99D Sniper Rifle (DLC)

Particle Beam Rifle (DLC)

Walther WA2000 (DLC)

Shotguns
870MCS

NS2000 (1 unlock credit or Backhand Killer: Kill 5 enemies with a shotgun blast to the back)

Saiga12K

SPAS12 (1 unlock credit or In Your Face: Kill an enemy with a point-blank shotgun blast to the face, and then taunt their corpse)

SPAS15 (2 unlock credits or SPASatron: Make 10 kills during a match with the SPAS12)

T194

USAS12 (Shotgun Expert: Get 500 one-hit-kills with the Shotgun or BOOM! Headsplode: Shoot somebody in the head with a Shotgun at close-medium range and kill them)

M4 Benelli Super 90/XM1014 (DLC)

Browning Auto 5 (DLC)

M1897 Trench Gun (DLC)

Benelli M3 (DLC)

Remington M11-87 (DLC)

Mk3A1 Jackhammer (DLC)

NOR982 (DLC)

DAO12 (DLC)

Drum Mag Combat Shotgun (DLC)

Crysis Tactical Shotgun (DLC)

EDF Peacekeeper (DLC)

Marauder Shotgun (DLC)

Pump-Action Shotgun (DLC)

M590 (DLC)

Remington R870 (DLC)

LS-13 (DLC)

M90 CAWS (DLC)

Rocket Launchers/Anti-Armor
Predator SRAW

Eryx SRAW

SLMAW

RPG-7

F3 Missile Launcher (DLC)

M71 LAW (DLC)

GK8 Gauss Rifle (DLC)

Scoped Gauss Rifle (DLC)

LAW Gen II (DLC)

Red Faction Rocket Launcher (DLC)

Carl Gustav Recoilless Rifle (DLC)

FGM-148 Javelin (DLC)

FIM-92 Stinger (DLC)

BLR-06 Hadra (DLC)

BP-02 Pup (DLC)

VC-9 (DLC)

M80 (DLC)

M404 (DLC)

M41 Rocket Launcher (DLC)

Fuel Rod Cannon (DLC)

The Patches
Patch v. 1.0-The retail version first sold.

Patch v. 1.1-Renamed "Fireteam Beta" to "Bravo Squad" and made Charlie Squad a fireteam.

Patch v. 1.2-Added Mercenaries 2 weaponry to the list (excluding the Hunting Pistol), and excluded weapons in the Mercs 2 list that are already in the game. Made as the result of a partnership with Pandemic Studios for the production of Battlefield: Warzones 2.

Patch v. 1.3-Added WWII weaponry, among other weapons

Patch v 1.4-Added the converter and Bad Company maps, downloaded the new RTS-esque mode.

Patch v 1.5-Added Counter-Strike weaponry, in advance of the new Counter-Strike esque mode.

Patch v 1.6-Added Battlefield 2 weaponry, plus the Broken Steel official mod, made with the partnership of Bethesda Game Studios.

Patch v 1.7-Patched Broken Steel, replacing the G36C with the FAMAS as the assault rifle, and added any Battlefield 2 weapons missing into the mix. Also added Counter-Strike-ish "terrorist hunt" mode that was hinted to in patch 1.5.

Patch v 1.8-Added some Fallout 3 weapons into the mix. Added the very first two DLC missile launchers. Also added first four energy weapons, which are the same as regular weapons.

Patch v 1.9-Added a single-player mode (finally!). Preparations for a new version of BF Warzones begin.

Patch v 2.0-Shortly after Patch 1.9 was released, BF: Warzones was re-released with all of the above features.

Patch v 2.1-Added Crysis, Far Cry 2, and Red Faction: Guerilla weapons to the game. Some (like the TAC Cannon or the Nano Rifle) were omitted in the fact they were overpowered, whereas the Gauss Rifles were downtoned in power.

Patch v 2.2-Added MGS4 weapons.

Patch v 2.3-Added Grand Theft Auto weapons.

Patch v 2.4-Addressed a major issue in that players were beginning to use hacks. Anti-cheat is implemented. Half-Life and Half-Life 2 weapons added.

Patch v 2.5-Players continue to use hacks even though anti-cheat is on every server. 984 decides a permanent ban from all servers is added to anti-cheat. A small 3% of the players are permabanned indefinitely.

Patch v 2.6-Upgraded some of the graphics that were old, this was also the version that was the first available for download on Steam and Stardock, including all past updates with it.

Patch v 2.7-Added the "Battlefield Creator", allowing players to make their own maps, vehicles, weapons, and such.

Patch v 2.8-Added Combat Arms and Killzone weapons.

Patch v 2.9-At this stage the third iteration, now using a combination of Havok for physics, Frostbite as a base for destructible environments, (after licensing) Red Faction's Geo-Mod for the advanced environment destruction, and Source for visuals, is under development. Added customizable characters.

Patch v 3.0-The third edition of Battlefield: Warzones, which sells extra due to the fact it uses Geo-Mod, only seen in Red Faction games previously. It is released around the time the first Total Assault game is released.

Patch v 3.1-The first patch in a long period of time, it finally synchronizes the game's engines. Adds Halo weapons (all except the SPARTAN Laser and Support Weaponry).

Patch v 3.2-Adds a few other not-so-known weapons to the game, the HK33, the HK53, the TDI Kriss Super V, and the Walther WA2000.

Credits
Map descriptons come from http://wiki.bf2s.com

Weapons come from certain places around the Internet

Any weapons from any series are copyrighted to the series' owners

The Battlefield series is copyrighted to Electronic Arts

This is not to be used on any other site on the Internet without my permission, or I will get you banned from wherever you post this. A link is allowed since it leads to here, but a link to Battlefield Warzones MUST link to the web address http://fanon.wikia.com/wiki/Battlefield:_Warzones or I will get you banned from wherever you post the link. If Battlefield Warzones is actually made by EA, I will change the title of this article.