Terminator 2D: NO FATE - Weapons
The firearm and explosive set of Terminator 2D: NO FATE, following the film's arsenal: the handguns and shotguns the Connors carry, the heavy weapons the T-800 uses in the Cyberdyne assault, and the Resistance's plasma hardware from the 2029 Future War.
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of 10 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| AMT Hardballer .45 Longslide | Pistol | The stainless long-slide .45 automatic the T-800 takes from the biker bar, fitted with a laser sight in the film. | Damage: Medium Rate Of Fire: Semi-automatic Ammo: .45 ACP Range: Medium | Carried by the T-800 from the opening sequences |
| Winchester Model 1887 Lever-Action Shotgun | Shotgun | The short, large-loop lever-action shotgun the T-800 spins one-handed, most memorably in the Cyberdyne corridor and on the freeway. | Damage: High (close range) Rate Of Fire: Lever-cycled Ammo: 12-gauge Range: Short | Taken from a gun shop in the film; the T-800's signature close-range weapon |
| SPAS-12 Combat Shotgun | Shotgun | A bulky dual-mode combat shotgun used in the Galleria and corridor fights, capable of semi-automatic fire or pump action. | Damage: High Rate Of Fire: Semi-automatic / pump Ammo: 12-gauge Range: Short | Weapon pickup in mid-game urban stages |
| M134 Minigun | Heavy Machine Gun | The six-barrel rotary gun the T-800 carries through the Cyberdyne assault, spraying a continuous stream of fire while the player advances. | Damage: Very high (sustained) Rate Of Fire: Extremely high Ammo: 7.62mm belt Mobility: Heavy; slows movement | Cyberdyne assault sequence |
| M79 Grenade Launcher | Explosive Launcher | A single-shot break-action launcher that lobs 40mm grenades into groups, vehicles and hardened emplacements. | Damage: Very high (area) Rate Of Fire: Single shot, slow reload Ammo: 40mm grenades Range: Arcing, medium | Weapon crate in the Cyberdyne and freeway stages |
| Uzi Submachine Gun | Submachine Gun | A compact 9mm submachine gun favoured in the film's close-quarters shootouts, from the Galleria to the Pescadero corridors. | Damage: Low per round Rate Of Fire: Very high Ammo: 9mm Range: Short | Common pickup in indoor stages |
| M16A2 Assault Rifle | Assault Rifle | The standard rifle of the LAPD and SWAT response, also available to the player from fallen officers. | Damage: Medium Rate Of Fire: Automatic / burst Ammo: 5.56mm Range: Long | Dropped by SWAT and police enemies |
| Phased Plasma Rifle (Westinghouse M-25) | Energy Weapon | The standard-issue weapon of Skynet's endoskeletons in the Future War, a 40-watt plasma rifle that burns through Resistance fighters in a single hit. | Damage: Very high Rate Of Fire: Automatic Ammo: Plasma cells Range: Long | Dropped by endoskeleton enemies in Future War stages |
| Combat Knife | Melee | The close-quarters fallback when a stage strips the player's guns, used in the Pescadero escape and the steel mill's tight catwalks. | Damage: Low Rate Of Fire: Fast Ammo: Unlimited Range: Melee | Starting melee weapon |
| Fragmentation Grenades | Explosive | Thrown explosives used to break up police formations, damage the T-1000's mass and clear entrenched positions. | Damage: High (area) Rate Of Fire: Throw, limited count Ammo: Carried grenades Range: Thrown | Found in weapon crates and on SWAT enemies |
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