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Call of Duty: Advanced Warfare

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Call of Duty: Advanced Warfare for current discussions. Content is subject to change.

Call of Duty: Advanced Warfare (2014)

Call of Duty: Advanced Warfare is a first-person shooter developed by Sledgehammer Games for Playstation 4, Xbox One and PC, and by High Moon Studios for Playstation 3 and Xbox 360. It is the eleventh title in the series, and was officially released on November 4th, 2014, though preorders were given access the day before.

The story once again does not follow on from any previous entry in the series, instead taking place in a high-tech future dominated by the massive Atlas PMC, an independent armed force as powerful as a first-rate military. The player takes on the role of US Marine Jack Mitchell, who loses an arm during the defence of Seoul from the North Koreans and accepts an offer of recruitment from Atlas rather than retiring. Following a series of attacks on nuclear power plants by the KVA terror group, Atlas' power grows even more, but Mitchell soon finds evidence that charismatic Atlas CEO Jonathan Irons is hiding a sinister secret.

The following firearms are seen in the video game Call of Duty: Advanced Warfare:

Note: spoilers are present in some descriptions.

Overview

Advanced Warfare features the same two-weapon system as previous games in the series; in singleplayer the player can use any two weapons they can find, while in multiplayer they can use one primary and one secondary weapon, or use a perk to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival) compared to singleplayer. Multiplayer also introduces variant weapons in "supply drops" which have altered stats and special titles, in a system a little reminiscent of the Borderlands games.

The game also features "Exo Survival," a class-based variant on the Survival mode of Modern Warfare 3 where weapons are bought from an armoury using upgrade points earned during the game. Unlike MW3, there is no persistent unlock system based on player level, the unlocks instead resetting after every match. The class system limits the weapons the player character can use; all classes can use pistols, while the Light class is limited to assault rifles and SMGs, the Heavy to heavy weapons, and the Specialist to shotguns and sniper rifles. This limit can be removed if the player receives the "Weapons Free" perk from a supply drop.

Owing to the future setting, many of the weapons in the game are futuristic versions of weapons which have appeared previously in the series, often using reworked versions of the old models and identical or slightly altered animations for actions like reloading.

Handguns

Beretta 92FS

As in Modern Warfare 3, in Exo Survival mode an icon of a Beretta 92FS is used to mark the position of the Weapon Armoury, where the players can buy and upgrade their weapons.

Beretta 92FS - 9x19mm

Blunderbuss

During the mission "Sentinel," a collection of antique weapons can be found in Johnathan Irons' office, including a pair of blunderbuss pistols. They cannot be used.

Modern replica of English 1766 Blunderbuss Flintlock
Mitchell looks over the two blunderbusses, seemingly annoyed that he cannot tape four of them together and call it a "Blundergat".

MP-443 Grach

An MP-443 Grach with enlarged cocking serrations is the second most common handgun in the game, after the fictional "Atlas 45." It mounts a very large front-mounted accessory rail when using optics, and incorrectly fires in 2-round bursts; only the version used in the mission "Sentinel" has the correct semi-automatic mode. It has an erroneous 12-round capacity by default, but the extended magazine attachment gives the correct 18-round capacity.

In Exo Survival mode it is the secondary starting weapon for the Heavy class.

MP-443 "Grach" - 9x19mm
Mitchell reloads his MP-443 Grach equipped with a fictional "target enhancer" scope, pondering under what circumstances water would be leaking through the roof of a damaged warship. Oddly, even target enhancer scopes picked up from enemies will show enemies in red, meaning presumably they are trained to shoot everyone except the glowing ones.

VBR-Belgium PDW

A VBR Belgium PDW returns from Ghosts as a sidearm, this time being fully automatic and having a garish paint job.

In Exo Survival mode it is the secondary starting weapon for the Specialist class.

VBR-Belgium PDW - 7.92x24mm
Mitchell fires his VBR-Belgium PDW as he wonders who left science on the back of it.

Submachine Guns

"AMR9"

The "AMR9" is a fictional AR15-pattern carbine seemingly based on the AAC Honey Badger model from Ghosts: it is classified as an SMG, which means presumably the magazine is mostly filled with futuristic empty space since it is proportioned like one for an assault rifle.

AAC Honey Badger with magazine removed - 7.62x35mm
During the mission "Captured," Mitchell is forced to use only SMGs, as he only has one working arm. He is momentarily distracted from this by the question of how on Earth someone could put the fire selector in the wrong position on a weapon they made up themselves.
In happier times, Mitchell reloads his AMR, equipped with the game's bizarrely overcomplicated unfolding thermal sight. Note that "AMR" somehow stands for "automatic pistol rifle," so presumably it fires entire Beretta 93Rs at people.
It does at least feature handy arrows on the magazine and mag well so even the terminally stupid can figure out how to load it.

"ASM1"

The "ASM1" is essentially a futuristic Thompson Submachine Gun, with an M1921 / M1928-style foregrip. It uses a thick dual-column straight magazine with a capacity of 45 rounds. The extended magazine attachment gives a 67-round capacity without changing the magazine model, but the "Speakeasy" supply drop variant is actually loaded with a drum magazine. The ASM1 is used by Atlas PMC forces, and is one of the most common weapons in the game.

Colt M1921AC Thompson with 20-round magazine - .45 ACP
During the mission "Collapse," Mitchell looks out over San Francisco Bay, admiring the sight of a fleet of ships dramatically doing absolutely nothing in line with series traditions. Note the destroyer packed with advanced weaponry Littoral Combat Ship model recycled from Call of Duty: Ghosts.
While defending America's giant silly catamaran aircraft carrier USS Arrowhead in "Armada," Mitchell takes a moment to reload his space Thompson, the similarities in design clearly visible when it is held at an angle.
The similarity is even more obvious when looking at the in-world model.

"MP11"

The "MP11" is a fictional SMG which appears to be rebuilt from the Saab Bofors Dynamics CBJ-MS model from Ghosts. One particularly clear sign of this is that the player character always holds it as if it has a foregrip, even when it does not.

Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS
Mitchell holds an "MP11" as he takes part in a rather strange simulation in "Atlas." The hand positions for this weapon are identical to those used by the CBJ-MS in Ghosts, including holding the foregrip...
...which the weapon doesn't necessarily have.

"SAC3"

The "SAC3" is a futurised version of the TDI Vector. The player character always uses one in each hand (meaning it has an automatic akimbo "attachment") and it is only available in multiplayer modes.

TDI / KRISS USA Vector SMG - .45 ACP
Menu icon of the "SAC3".

SIG-Sauer MPX

The SIG-Sauer MPX appears as the "KF5."

It is the primary starting weapon for the Light class in Exo Survival.

SIG-Sauer MPX - 9x19mm

"SN6"

The "SN6" is a futuristic HK-style SMG taking most of its style cues from the Heckler & Koch UMP45, with an MP5-style slap reloading animation.

Heckler & Koch UMP45 - .45 ACP

Shotguns

Metal Storm MAUL

The MAUL returns from Ghosts, still called the "Bulldog;" indeed, it appears to share the same model with some touch-ups. It is now only available in standalone configuration, since there is no longer a shotgun accessory option for rifles. It has an incorrect capacity of 6 loads instead of 5.

MAUL shotgun in standalone configuration - 12 gauge preloaded barrel

"S-12"

The "S-12" is a fictional fully-automatic bullpup shotgun; it appears to be based on a Saiga 12 "Kushnapup" conversion, though the model itself most closely resembles a Heckler & Koch G36C. The reloading animation seems to be a modified version of the reload of the Titus 6's flechette mode in Black Ops II; it is a poor fit, since the player character's right hand clips straight through the pistol grip.

Heckler & Koch G36C - 5.56x45mm
Kushnapup with EOTech red dot sight - 12 gauge
Mitchell holds an "S-12" shotgun in the mission "Traffic" as he ponders how a purpose-built vehicle with railguns qualifies as a technical.
Back in "Atlas," he takes a moment from seeing if he is a bad enough dude to save the President to vaguely encourage a drum into the S-12 associated with his hand.

"Tac-19"

The "Tac-19" is a reworked version of the UTAS UTS-15 model from Ghosts; it now only has a capacity of 6 rounds, which is at least correct for the reloading animation. The weapon now features a massive forward section and is apparently some sort of concussive sonic cannon rather than a conventional firearm, meaning presumably the cartridges are some kind of energy cell or reactant.

It is the primary starting weapon for the Specialist class in Exo Survival.

Gen 2 UTAS UTS-15 - 12 gauge

Assault & Battle Rifles

AK-12

The AK-12 returns from Ghosts, this time with bakelite magazines from the AK-74. Its model and animations are overly similar to that in Ghosts, but with a lighter paint job and a curious ghost magazine that manages to detach itself with no assistance from the character holding it.

AK-12 - 5.45x39mm
The AK-12 being held by a soldier.

"Bal-27"

The "Bal-27" is a fictional weapon based on the MSBS-5.56B Radon model from Ghosts, but with a P90-style overhead polycarbonate box magazine mounted on the top of the stock. It appears to be the primary weapon for Atlas PMC troops, and is used by them throughout the campaign. Despite the proportions of the rounds suggesting it is an SMG, it is classified as an assault rifle.

MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm
FN P90 TR with optics removed - 5.7x28mm

Beretta ARX-160

The Beretta ARX-160 returns from Ghosts, with a reskinned model; it is now drab green rather than white, does not automatically mount a laser sight, and has a shoulder strap added. It still has markings suggesting it is chambered in 5.45mm, and oddly retains the US flag on the side of the receiver, despite first being seen in the hands of KPA forces invading Seoul and thereafter mostly being used by Atlas. It only fires in an incorrect 3-round burst mode.

Beretta ARX-160 - 5.56x45mm

Brown Bess Flintlock Musket

The collection in "Sentinel" also includes what appear to be a pair of Brown Bess Flintlock Muskets. They cannot be used.

Original "Short Land Pattern" Brown Bess musket made 1768-1805 - .75 caliber
Completely ignoring his current mission, Mitchell takes a look at Irons' irons.

"EPM3"

The "EPM3" is a semi-automatic energy weapon with a player model rather blatantly rebuilt from an FN SCAR, most likely the SCAR-L from Modern Warfare 3. It is only available in multiplayer modes. It has infinite ammunition, but can overheat; it will do so after around nine shots if fired rapidly.

Third-Generation FN SCAR-L - 5.56x45mm NATO
Menaced by a horrifying lens flare, the player character in Exo Survival holds her certainly-not-a-SCAR.
Though granted, the integral plasma space reactor is a new one.

"HBRa3"

The "HBRa3" appears to be a reworking of the CZ 805 BREN model from Ghosts; the resulting weapon seems to take a lot of visual cues from the Robinson Armament XCR. It appears to be the standard weapon of the US military in the game's universe, though it is also used by other factions. It is also seen held by a soldier on the game's box cover with a VLTOR style stock.

CZ 805 BREN A1 - 5.56x45mm NATO
Robinson Armament XCR - 5.56x45mm

Mk 14 Mod 0 Enhanced Battle Rifle

The Mk 14 Mod 0 Enhanced Battle Rifle is a retextured version of the model from Ghosts. It is treated more like its Modern Warfare 3 incarnation, with no dedicated scope and sharing the accessories used by other standard rifles.

Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO
Mitchell holds a Mk 14 Mod 0 in "Fission" as he takes a moment out from preventing a nuclear meltdown to supervise the oddly adorable Shelfbots.

Sniper Rifles

"Atlas 20mm"

A giant fictional anti-material rifle called the "Atlas 20mm" is available in mutliplayer only; it is a futuristic version of the Barrett M82A2, with a free-floating barrel resembling that of the WA2000. Its enormous size means it is held lowered like some rocket launchers in the series, and it can only be fired while using the scope. Oddly, it repeats the error of the Modern Warfare 3 UMP of featuring a caution to read the user manual before use on the side, even though presumably a military-issue weapon would not feature such a warning.

Barrett M82A2 - .50 BMG

Gepard GM6 Lynx

The Gepard GM6 Lynx is essentially identical to its Ghosts incarnation, including the immobile bubble in its side-mounted cant indicator. In singleplayer it only appears in the mission "Throttle," where it is present among a heap of guns at the beginning of the on-foot section. It has an incorrect magazine capacity of 8 rounds instead of 5.

Gepard GM6 Lynx - 12.7x108mm / .50 BMG
Mitchell holds a GM6 Lynx as he witnesses a PMC soldier's rather unorthodox response to his presence.
Scope of the GM6 Lynx; note that Advanced Warfare does not feature dual-rendered scopes as Ghosts did, and so the area outside the scope is magnified just as much as the area inside.

Winchester Model 1885

The collection in "Sentinel" also includes a Winchester Model 1885 rifle fitted with a peep sight and two-step trigger, and with the rear iron sight removed and a large scope fitted. It cannot be used.

Winchester Model 1885
Mitchell reels as he discovers the true scale of Atlas' advanced weapon programs.

Machine Guns

CETME Ameli

A reworked version of the CETME Ameli is used by Atlas PMC troops; for no obvious reason it has a side-folding stock, and features additional RIS rails on the handguard and new iron sights. The belt features an odd lighting error; the rounds will reflect the colour of the level's sky but not local light sources, which means they will appear to be blue in the singleplayer mission "Utopia." The logo on the side of the weapon implies they are now manufactured by the fictional Atlas Corporation.

CETME Ameli light machine gun - 5.56x45mm
Mitchell holds a CETME Ameli as he enjoys a grand view of New Baghdad.

General Dynamics GAU-19/A

The GAU-19/A is the basis of two weapons in the game; the first is the "XMG-1," a dual-wielded drum-fed gatling gun available only in multiplayer modes. Normally it has retracted barrels, but it has a special "lockdown" mode which extends the barrels and increases rate of fire and damage, at a cost of rendering the player character unable to move.

The second is the sentry gun model, which appears to be based on the GAU-19-based "Death Machine" from Black Ops II; it is substantially reworked, with longer and more slender barrels.

General Dynamics GAU-19/A - .50 BMG
The player character in Exo Survival takes a look at the business end of her sentry gun's futuristic GAU-19/A.

General Dynamics M197 Vulcan

The "GAU-3/A" on the "XS1 Goliath" robot is based on the General Dynamics M197 Vulcan. In singleplayer it has a realistic rate of fire, but in multiplayer it has a very low fire rate of 400 RPM compared to the real 750-1,500 RPM.

General Dynamics M197 Vulcan - 20mm
While participating in ridiculous plan to infiltrate New Baghdad with two robot suits dangling from helicopters, Mitchell makes use of his futuristic M197.

"Pytaek"

The fictional "Pytaek" machine gun appears to be a reworked version of the LSAT model from Ghosts. It features a rather unique rear iron sight which is apparently a holo-projector; hovering indirect fire numbers are visible in the air above it at all times, and when aimed the sight ring splits open, leaving two orange circles hanging in the air.

AAI Corporation LSAT Light Machine Gun with bipod and front and rear sights removed - 5.56x45mm Caseless

Launchers

Carl Gustav M3

Carl Gustav M3 - 84mm

Explosives

M18 Smoke Grenade

Two M18 smoke grenades are visible on Gideon's chest rig at the start of the mission "Atlas."

M18 smoke grenade
Two M18 smoke grenades are visible among the series of random objects attached to Gideon's chest.

Model 7290 Flashbang

The Model 7290 flashbang grenade is used as the model for a fictional "variable grenade" that has the ability to switched between Flash, EMP and Threat modes.

Model 7290 flashbang grenade
The in-game tactical grenade in Flash mode.

"Smart grenade" (Airsoft 40mm grenade)

The homing "smart grenade" used in singleplayer is actually based on an Airsoft 40mm "grenade" round with channels for firing a burst of 6mm BBs. It has grenade fuze and safety lever stuck in one end; while it will vent from both ends while stabilising itself, it does use the BB channels as thrusters when homing in. These grenades are also fired by the MDL grenade launcher found in the mission "Induction," though in other missions the MDL fires a rocket-like round instead.

Swiss Arms 40mm Airsoft "grenade," a typical example of an Airsoft 40mm round
"It's not stupid, it's advanced."
A smart grenade fired from the MDL in "Induction" is visible flying through the air to the left; not only can this MDL apparently fire entire hand grenades, but it does so with the safety levers still attached.

Mounted weapons

Browning M2HB

Two Browning M2HBs in remote weapon stations (more accurately, two Browning M2 barrels sticking out of remote weapon stations) can be seen mounted on most of the Titan walking tanks in the game, including the one the player can save from a drone swarm in "Induction" and the one that must be destroyed in "Fission." Some Titans, like the ones in "Atlas," lack them.

Browning M2HB on vehicle mount - .50 BMG
In the future, heavy machine guns will have progressed to the point where they no longer require receivers.

DShK

DShK heavy machine guns are seen mounted on GAZ-2975 trucks in several missions, and are also seen mounted in the seized building in the mission "Traffic."

DShKM on tripod - 12.7x108mm
Mitchell takes a look at a mounted DShK after dealing with a group of KVA terrorists who had planned for everything except his team's ability to commit point violations of the laws of physics.
Fleeing from a nuclear plant built in accordance with the Command & Conquer school of architecture, Mitchell dashes past a DShK-equipped GAZ-2975.

Heckler & Koch GMG

The Heckler & Koch GMG used on Abrams tanks in Ghosts is seen mounted on the turret of the T-740 tank in the mission "Biolab," though it is not used in the driving section that follows. Two GMGs are also seen mounted on the non-walking tanks seen when Irons' car drives through a hangar in the mission "Atlas;" presumably these tanks are the older T-600s mentioned in "Biolab."

Heckler & Koch GMG on tripod mount - 40x53mm
Two GMGs are visible on the turret side-structures of what is presumably a T-600 tank.
Later, while the characters who are allowed to talk during gameplay plot their escape from the Biolab, Mitchell takes a moment to use his futurescope to admire the GMG mounted on the T-740.

General Electric GAU-8/A Avenger

The futuristic VTOL A-10 replacement used in the "bombing run" scorestreak and seen in several singleplayer missions mounts a General Electric GAU-8/A Avenger cannon under the nose.

General Electric GAU-8/A Avenger - 30x173mm

M61 Vulcan

M61 Vulcan cannons in Phalanx installations can be seen mounted on the distant fictional US destroyers seen in "Collapse" and "Armada." The ships seem oddly apathetic about actually using them.

Phalanx Block 1B with improved barrels and FLIR - 20x102mm

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