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Difference between revisions of "Call of Duty: Black Ops"

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m (→‎Ingram MAC-11: How's this for a compromise? After all, not all of the suggested weapons were in service (e.g. the AR-18, or the suggested G11 alternatives). However, if you still don't want it mentioned, I won't start an edit war with you.)
Line 129: Line 129:
  
 
== Ingram MAC-11 ==
 
== Ingram MAC-11 ==
A [[MAC-11]] with suppressor can be seen in one of the artworks, in the hands of a special forces operative crashing through a glass window. It can be found in the campaign level "Redemption" and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; a more appropriate choice could have been the [[M3A1 "Grease Gun"]].
+
A [[MAC-11]] with suppressor can be seen in one of the artworks, in the hands of a special forces operative crashing through a glass window. It can be found in the campaign level "Redemption" and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; a more appropriate choice could have been the [[M3A1 "Grease Gun"]], or possibly the MAC-11's predecessor, the [[MAC-10]] (developed in 1964, albeit not put into service until 1970).
  
 
[[Image:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]
 
[[Image:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]
 
[[Image:MAC10NICE.JPG|thumb|none|550px|MAC-11 with suppressor on cool breaching artwork.]]
 
[[Image:MAC10NICE.JPG|thumb|none|550px|MAC-11 with suppressor on cool breaching artwork.]]
[[Image:BlackOps 2010-11-15 23-27-05-25.jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver.]]
+
[[Image:BlackOps 2010-11-15 23-27-05-25.jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon.]]
 
[[Image:BlackOps 2010-11-15 23-27-05-94.jpg|thumb|none|600px|The MAC's iron sights.]]
 
[[Image:BlackOps 2010-11-15 23-27-05-94.jpg|thumb|none|600px|The MAC's iron sights.]]
  

Revision as of 02:10, 22 August 2017

Annihlator 2000.jpg

Nice, but where's the trigger?

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Call of Duty: Black Ops
Cover BLACKOPS final.jpg
Official Box Art
Release Date: 2010
Developer: Treyarch
Publisher: Activision
Series: Call of Duty
Platforms: Windows
PlayStation 3
Xbox 360
Genre: First-Person Shooter


SPOILERS.jpg WARNING! THIS PAGE CONTAINS SPOILERS!

See the discussion page for miscellaneous weapon information.

Call of Duty: Black Ops (also known as CoD:BO or BO and often referred to as "Blops") is the seventh main installment of the Call of Duty series and the sequel to Call of Duty: World at War. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release. The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by Sam Worthington), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by Ed Harris), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by James C. Burns), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by Ice Cube), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by Gary Oldman), a former World War II Soviet Army Captain who served under two of the men now being hunted, until he was betrayed by them.

The following weapons are seen in the video game Call of Duty: Black Ops:


Pistols

ASP 9

Mason uses an ASP 9 in the Cuban levels, as do Cuban police officers. Its appearance in Black Ops is anachronistic, as it was not developed until the 1970s and was intended for special forces usage. A more historically-accurate choice would have been the Smith & Wesson Model 39, on which the ASP 9 was based, as the Model 39 was developed in the 1950s. Another historically accurate choice would be the Walther PPK due to its similar round capacity and compact size.

ASP 9 (Highly customized pistol using a stock Smith & Wesson Model 39 as the starting point) - 9x19mm. This is the screen used firearm from the film Cobra
File:Shot05028.jpg
ASP 9 in idle.
File:Shot0029.jpg
ASP 9 in ADS.
File:Shot0031.jpg
ASP 9 in reloading.

Colt M1911 Variant

Just like in the previous game (Call of Duty: World at War), the M1911 reassembles a mix between a WW2 A1 slide and trigger and an anarchnostic Series 80 frame. Two M1911s can be seen in the hands of Alex Mason on the game's cover art. The cover art M1911's have tally marks etched on them, and one of them has the name "Sally" engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably "Mustang"). It can be dual wielded, and available attachments are a suppressor, extended magazines, and upgraded iron sights. It is also the starting weapon in zombie mode. There are two finishes on the M1911 variant: in single player, it has a standard parkerized finish, while it has a bright nickel finish in multiplayer and zombie modes. This M1911 uses the same model as the M1911 from Call of Duty: World at War.

Standard Colt M1911A1 - .45 ACP, as seen in singleplayer.
Blued Colt MK IV Series 80 - .45 ACP
Nickel Plated Colt M1911A1 - .45 ACP, as seen in multiplayer and zombie mode.
File:Shot0158.jpg
Original M1911 as used in singleplayer mode. Note that it appears to have the serrated hammer of a Colt MK IV Series 80. Note also the cocked hammer. Treyarch understands how the Colt M1911 operates, unlike Infinity Ward, which insists on representing it as a DAO sidearm. Oddly, the slide is parkerized, but the frame and magazine are blued.
File:Jfkm1911.jpg
Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side.
File:Shot0201.jpg
Same Original M1911 only with a suppressor as used in singleplayer mode.
File:Shot0000019.jpg
Nickel finish M1911 as used in multiplayer mode.
File:Shot004501.jpg
Nickel finish M1911 as used in zombie mode.

Colt Python

The Colt Python appears in-game as the "Python". It has a snub-nose variant for use in multiplayer, which can be purchased, and decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun). Other available attachments are speed-loaders for your reserve ammo and a Colt Sporter Scope. Like the .44 Magnum from the previous game, when reloading, the player character holds it muzzle up and dumps rounds instead of using the ejector rod. It seems that the Python is Mason's preferred sidearm, as he starts with it in "Executive Order", and pulls one out of nowhere to save a downed Woods in "SOG" and clear Vietcong tunnels in "Victor Charlie". A Python with said speedloaders appears as the first weapon tier in Gun Game.

Colt Python - .357 Magnum
Colt Python Snub Nose with 2.5" barrel - .357 Magnum
File:BlackOps 2010-11-10 21-12-46-95.jpg
Mason holds a Colt Python in "Executive Order".
File:BlackOps 2010-11-10 21-12-49-34.jpg
Iron sights of the Colt Python.
File:Shot0232.jpg
A VC Bookie hands a snub-nosed Colt Python to the Mason.
File:CODBO-ColtPython.jpg
Snub-nose variant being reloaded in multiplayer.

CZ 75

The "Pre-B" CZ 75 pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In-game, its standard magazine capacity is incorrectly 12 rounds or 18 with the extended magazine upgrade. The real capacity is 16 rounds standard in 9mm (the in-game CZ 75 is definitely not the .40 S&W version; the ammo name in the game files is 9x19mm anyway). Other attachments include the aforementioned automatic conversion kit, high-contrast iron-sights, a suppressor, and dual-wield capability. The CZ 75 is highly anachronistic to Black Ops: not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would of been the Browning Hi-Power (introduced in 1935 and actually used in Vietnam) and a historically accurate choice for a full-automatic pistol would have been the Soviet Stechkin APS (introduced in 1951). All dual-wielded CZ 75's in single player have 20 rounds per magazine.

"Pre-B" CZ 75 - 9x19mm
CZ 75 Automatic with spare magazine - 9x19mm
Dual CZ-75s.
CZ-75 Automatic.
File:BLACKOPS-CZ75AUTOMATIC.jpg
A CZ-75 Automatic in a multiplayer character's hand.

Makarov PM

The Makarov PM appears in in the game. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ-75, which have their magazine releases behind the trigger. In multiplayer, it is rated as more powerful than the M1911A1 .45 pistol, odd considering the 9x18mm round used in the Makarov. Another inaccuracy is that it's modeled with an adjustable rear sight, which is only available on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.

Makarov PM - 9x18mm Makarov
File:Shot0030.jpg
Mason taking cover behind a coal car with Makarov PM in hand as Reznov and Sergei push forward.
File:BlackOps 2010-11-10 20-41-58-15.jpg
Makarov PM in ADS. (sights are incorrect for the military version)
File:Shot0066.jpg
Makarov PM being reloaded. Note that the bullets in the magazine are obviously just a texture put on the side of the gun.

Tokarev TT-33

Capt. Viktor Reznov uses a Tokarev TT-33 and flashlight to clear the ship in the World War II mission "Project Nova." Kravchenko uses a TT-33 to execute German POWs. British commandos draw one if knocked into Last Stand (which is erroneous; a more accurate choice would have been the Webley Mk IV). It would be more accurate to see this weapon as the standard sidearm for Cuban, NVA, and Viet Cong forces in the game, due to these forces' tendency to use older Soviet weaponry.

Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.
File:Shot0126.jpg
Tokarev TT-33 in idle.
File:Shot0127.jpg
Tokarev TT-33 in ADS.
File:Shot0129.jpg
Tokarev TT-33 in reloading with flashlight in left hand.
File:Kravchenko-BO.jpg
Kravchenko fires the TT-33's last shot before discarding the pistol and killing the last German prisoner with a knife.

Walther P38

At the end of the first part of the World War II flashback mission "Project Nova," Dr. Friedrich Steiner waits for the Soviet troops with a Walther P38 drawn, but does not attempt to use it. This is the only place where the Walther P38 is seen.

Walther P38 WWII dated with black grips - 9x19mm
File:Shot0120.jpg
The Walther P38 is in the right hand of Steiner.

Submachine Guns

CZ Sa. Vz.61 "Škorpion"

The Samopal Vzor 61 "Škorpion" (1960) is available in the game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It retains its 2-hit kill ability at close range from its Modern Warfare counterpart. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game (as is seen below).

Sa. Vz.61 Skorpion - .32 ACP
File:CODBO-Savz61.jpg
Akimbo Samopal Vzor 61 "Škorpion" in a 'Wager Match' video.
File:Shot40017.jpg
Samopal Vzor 61 "Škorpion" in idle.
File:Shot004518.jpg
Samopal Vzor 61 "Škorpion" in ADS.
File:Shot00220.jpg
Samopal Vzor 61 "Škorpion" in reloading.

Heckler & Koch MP5K Prototype

An MP5K Prototype is featured in the game. Its appearance is massively anachronistic: the MP5 itself was developed in 1966, but the MP5K appears in the game in a level set in 1963, while the first MP5K prototype with wooden vertical foregrip was developed in 1976. It would have been more accurate to see the HK54 prototype of the MP5 which lacked a vertical foregrip. An MP5K appears as the fifth weapon tier in Gun Game (as can be seen in the bottom image).

Heckler & Koch MP5K - 9x19mm. Note wooden vertical foregrip.
MP5K Multiple Attachment in "Executive Order".
MP5K Multiple Attachment sight
Same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&K UMP.

IMI Uzi

The IMI Uzi with olive drab furniture is one of the available SMGs in-game. The Uzi was actually used by S.O.G. recon teams during the Vietnam War.

IMI Uzi - 9x19mm
File:Shot0266.jpg
IMI Uzi in idle.
File:Shot0267.jpg
IMI Uzi in ADS.
File:Shot0269.jpg
IMI Uzi in reloading.

KBP Instrument Design Bureau OTs-02 "Kiparis"

The KBP Instrument Design Bureau OTs-02 Kiparis with the wire stocks removed is the available classified submachine gun in-game. It is extremely accurate, but holds only twenty rounds by default, increased to thirty with Extended Mags. Also,it has the biggest kick of the SMG's in game. It appears in the hands of Spetznaz operatives in the campaign and can be dual-wielded by the player. The Kiparis was designed in 1976, making it another anachronistic weapon. Since it is used primarily by Soviet forces a more correct choice could have been Warsaw Pact SMGs from that era like the Czech Sa.26 or Soviet experimental weapons like the Korobov TKB-022 (1962).

KBP Instrument Design Bureau OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov
File:BlackOps 2010-11-14 17-57-02-01.jpg
Dual OTs-02 Kiparis' in the hands of Jason Hudson.
File:Kapris.png
Confirmed in the Create-a-Class section.
Kiparis with reflex sight during the mission "Numbers".
A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.

M1A1 Thompson

The Thompson M1A1 fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Natch der untoten, Verrückt, Shi Nu Numa, and Der Riese. The magazine size in zombie mode is a 20 round magazine.

M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP
M1A1 Thompson in Zombies.
View down the "V" notch of the iron sights.
Pulling the bolt back after inserting a fresh magazine, which is not recommendable to do on an open-bolt weapon with the finger still on the trigger.

Ingram MAC-11

A MAC-11 with suppressor can be seen in one of the artworks, in the hands of a special forces operative crashing through a glass window. It can be found in the campaign level "Redemption" and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; a more appropriate choice could have been the M3A1 "Grease Gun", or possibly the MAC-11's predecessor, the MAC-10 (developed in 1964, albeit not put into service until 1970).

MAC-11 - .380 ACP
File:MAC10NICE.JPG
MAC-11 with suppressor on cool breaching artwork.
File:BlackOps 2010-11-15 23-27-05-25.jpg
The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon.

MP40

The MP40 is available to purchase for 1,000 points in the zombie maps Kino der Toten, Shi Nu Numa, Der riese, Verrückt and Call of the Dead. It is also used by the Germans in the World War II flashback mission "Project Nova." The MP40 in zombie mode has a blued finish.

MP40 - 9x19mm
File:Shot0108.jpg
MP40 in idle.
File:Shot0109.jpg
MP40 in ADS.
File:Shot0110.jpg
MP40 in reloading.

PM-63 RAK

A PM-63 RAK is another available SMG. It anachronistically appears in a level set in 1963, though the weapon wasn't introduced until 1965. A similar looking and more adequate option could have been the Soviet version of the Czech Sa.25 SMG.

PM-63 RAK - 9x18mm
File:BlackOps 2010-11-12 23-51-37-42.jpg
A PM-63 RAK in Zombie mode

PPSh-41

The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the PPSh-41 in the World War II flashback mission "Project Nova." Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in Call of Duty: World at War's multiplayer mode.

Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev
File:Shot0074.jpg
PPSh-41 in idle.
File:Shot0075.jpg
PPSh-41 in ADS.
File:Shot040076.jpg
PPSh-41 in reloading.
File:Shot004539.jpg
PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.

SITES Spectre M4

The Italian Spectre M4 is one of the available SMGs. Its appearance is anachronistic, since it was not developed until the 1980's. More correct choices could have been the Franchi LF-57 (1956) or the more similar looking Beretta Model 12 (1959).

Spectre M4 - 9x19mm
Reloading the Spectre M4. Note the customized logo.

Sten Mk II

The Sten Mk II is carried by British SAS commandos in the World War II flashback mission "Project Nova" and usable by the player.

Sten Mk II Submachine gun - 9x19mm
File:Sten-BO.jpg
SAS commandos with Sten Mk. II's.
File:Shot0143.jpg
Sten Mk II in idle.
File:Shot0148.jpg
Sten Mk II through iron sights.
File:Shot0157.jpg
Sten Mk II while reloading.

Type 100

The Type 100 appears in Shi Nu Numa and Der Riese for 1000 points

Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu

Walther MPL

The Walther MPL is one of the available SMGs. It is also a very common weapon in zombie mode, where it carries twenty-four rounds, not thirty-two.

Walther MPL with stock extended - 9x19mm
File:CoDBlackOps-MPL.jpg
Walther MPL being reloaded
An MPL with red dot sight and red camo.

Assault/Battle Rifles

AK Composite

The "AK47" that appears in the game is a composite of several different AK-47 variants, e.g. straighter magazine similar to those on AKs chambered for 5.45x39mm; this magazine is anachronistic, since it was introduced into service in 1974 along with the AK-74. The weapon's overall appearance seems close to a WASR-2. In multiplayer, the Extended Mag attachment gives the AK an RPK's magazine (the RPK in-game is model after a RPK-74, chambered in 5.45x39mm, hinting that the AK in-game is also chambered in 5.45x39mm). In the singleplayer campaign, the Soviets and North Vietnamese Army use the AK with a variety of accessories. A more correct replacement for this AK variant would be either an actual AK-47 or an AKM.

Prototype AK-74 - 5.45x39mm
A US imported Romanian WASR-2 - 5.45x39mm
File:Shot0039.jpg
Reload - note the weapon lacking vent holes on the handguard and an empty magazine being inserted.
File:Shot0050.jpg
AK "held" by Reznov.
"AK47" Sight.
On-screen blip for picking up a dropped "AK47".
AK with RPK-74 magazine.

AKS-74U

The AKS-74U appears with the same "AK-74U" name used for the JG Beta-F Airsoft gun in Call of Duty 4: Modern Warfare and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U. It has a black foregrip, steel magazines, and no stock. Anachronistic to Black Ops, it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian AMD-65 carbine (1967), or the Vz. 58 which was used as a compact weapon for Warsaw Pact vehicle crews. An AKS-74U appears as the seventh weapon tier in Gun Game.

AKS-74U - 5.45x39mm
File:Shot002780.jpg
AKS-74U in idle.
File:Shot0021.jpg
AKS-74U through sights.
File:Shot00243.jpg
AKS-74U while reloading. Note the empty magazine.

Colt USAF M16 (Colt Model 604)

The USAF variant of the original M16 is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Like with the Colt Commando below, the thirty-round mag only appears with the Extended Mags attachment and holds forty-five rounds. It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was "an early prototype", although the first variant that was capable of burst fire was the Model 606B (essentially a heavy barrelled M16 with a four position selector switch tested in 1965) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel. An M16 appears as the ninth weapon tier in Gun Game.

If upgrading the M16 with the Pack-A-Punch machine in zombie mode, it turns into the "Skullcrusher," which fires laser-like rounds and mounts an M203 grenade launcher. Both the M16 and the M203 keep their normal ammunition count.

USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.
File:Shot0131.jpg
M16 in idle. Note the counter shows 30 rounds when the rifle has a 20-round mag.
Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604 (A cropped and brightened version of this image can be seen here). Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12in(305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.
File:Shot0132.jpg
M16 iron-sights.
Frank Woods with his M16. Note that the 3rd person model for M16 is smaller than its real life counterpart.
File:Shot0013.jpg
Upgraded M16 in zombie mode. Note the sci-fi camo pattern.
Mason gets ready to start blasting with his M16. Note the charging handle. It's not fully seated for some reason.

"Commando"

The weapon referred to in-game as the "Commando" is a fictional early model CAR-15 variant with a flat-topped receiver. The closest real world match for this weapon would be a GAU-5A/A fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic, as the Rock Island Arsenal did experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656, however the details of the design are significantly different and the presence of a rail mounted folding rear iron sight on the weapon can be considered anachronistic.

Early screenshots and footage showed a modelling mistake on the rifle, with the magazine looking as if it were stretched or partly falling out, but the final game has it at its proper length. In-game, the weapon holds 30 rounds in the standard 20-round magazine, while equipping the Extended Mags attachment gives it 45 rounds in the real 30-round curved magazine. This goes for the M16 too as it acts more or less just like it.

Unlike some rifles in the game, the sling is wrapped around the weapon, instead of being clipped onto the sling mounts and allowed to hang loosely. If you look closely the sling is actually tucked behind bolt release catch, something which would only be possible with the bolt locked open (normally the top portion of the catch rests flush against the receiver) meaning that the bolt would be permanently locked to the rear rendering the weapon totally inoperable.

Upgrading the Commando with the Pack-A-Punch machine in zombie mode turns it into the "Predator" (a reference to the Schwarzenegger movie Predator. Commando is also the name of another movie in which Schwarzenegger starred, hence the reference). The "Predator" fires laser-like rounds and has a forty-round magazine instead of thirty.

Also note that a Commando (and the M16 for that matter) mounted with optics has the front sight and the gas block removed. This would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. Once again this design goof is seen in the Campaign and Multiplayer. This same goof was previously seen in Call of Duty 4: Modern Warfare and Modern Warfare 2. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.

GAU-5A/A - 5.56x45mm
File:Shot0177.jpg
Commando with M203 grenade launcher in idle. Note the sling wedged behind the bolt release button and the folding rear sight is mounted backwards.
Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is shortened but still present
File:Snapshot20100809133054.jpg
Commando in reflex sight view. Note smiley face reticle.
File:Snapshot20100809133126.jpg
Commando with Jungle Camo in First Person.
File:Snapshot20100809135256.jpg
Iron-sight view for Snow Camo variant.
Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.
Nice detail on camouflaged variation. Note Colt scope and solid flash hider.
File:Shot007817.jpg
Upgraded Commando in zombie mode. Note the sci-fi camo pattern.

Enfield XL64

The Enfield XL64 is one the assault rifles available in the game. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission "Rebirth." The Enfield is anachronistic as it was not developed until the mid-1970s; the presence of the Enfield EM-2 Mamba (1951) would be more accurate. Members of the British Army, including the Scots Guards, tested the XL64 during the early 1980's to replace the L1A1 SLR. The XL64 eventually gave birth to the SA80/L85 series of rifles in service with the British Army. The ammo name for the Enfield XL64 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not the XL64.

XL64E5 - 4.85x49mm
File:Boenfield1.jpg
XL64 in Create-A-Class.
XL64 attached with IR scope on the ground.

FAMAS F1 FELIN

An early version of the FAMAS FELIN appears in several levels. The FELIN is incredibly anachronistic for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the late 1990s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype from 1954. A FAMAS appears as the tenth weapon tier in Gun Game.

If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the "G16-GL35"(leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight.

FAMAS F1 FELIN with SCROME J4 scope - 5.56x45mm.
FAMAS F1 with multiple attachments in level "Redemption".
File:Shot0081.jpg
FAMAS F1 fitted with red dot sight and "Flora" camouflage.
File:Shot00710.jpg
Upgraded FAMAS in zombies mode. Note the sci-fi camo pattern.

FG 42

The FG 42 can be purchased in the zombie map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.

FG42 - 7.92x57mm Mauser

FN FAL

The FN FAL is seen mostly in the hands of Cuban soldiers and some NVA soldiers in-game. The rifle is aesthetically accurate in the game, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the "G Series" FAL, the civilian version of the FAL which was imported into the US in the 1960s.

FN FAL "G Series" - 7.62x51mm NATO
File:Shot0022.jpg
FN FAL in idle.
File:Shot0023.jpg
FN FAL through sights.
File:Shot0026.jpg
FN FAL while reloading.

Gewehr 43

The Gewehr 43 is 600 points in the zombie maps Verrückt, Shi Nu Numa, and Der Riese. Holds 10 shots in the magazine.

Gewehr 43 - 7.92x57mm Mauser

Heckler & Koch G11 K2

The Heckler & Koch G11 K2 is one of the prototype weapons in the game, and is used by Dr. Daniel Clarke in the level "Numbers." As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage due to its 4.73mm caseless rounds. Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. However the G11 variant in game is based on the pre-production version, the G11 K2, which was developed in 1989 and incorporates attachment points on the foregrip for spare magazines on either side of the magazine being fed. The weapon is also erroneously depicted with iron sights; G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s.

If upgrading the G11K2 with the Pack-A-Punch machine in zombies mode, it will turn into a more powerful version called "G115 Generator"; firing laser-like rounds, but keeps the normal ammunition count. In multiplayer, it can be fitted with only two attachments: a Low-Power or Variable Zoom scope, The Low-Power scope is based on the actual sight built into the real G11 K2.

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Heckler & Koch G11 K2 - 4.73x33mm
G11 K2 as seen in "Numbers"
Iron sights of the G11 K2 in the level "Numbers"
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Upgraded G11 K2 in zombies mode. Note the sci-fi camo pattern.
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A multiplayer character rotates the cocking handle of his G11 K2.
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Using the Low-Power Scope of the G11 K2.

IMI Galil ARM

The IMI Galil ARM is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon being clearly the 5.56x45mm version. Appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1973. A more adequate choice could have been a full auto AR-18 (1962), a somewhat similar looking rifle that employed the same type of bullet.

Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the "Lamentation"; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds.

IMI Galil ARM - 5.56x45mm
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Galil looking through iron sights.
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Jungle camouflage variant.
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Another view of the Galil looking through iron sights, but note that the sights are in fact the flip-up night sights.
Upgraded Galil in zombie mode. Note the sci-fi camo pattern.
Upgraded Galil looking through red dot sight. Note the unusual reticle.

M1 Carbine

The M1 Carbine can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in World at War, when it was referred to as "M1A1 Carbine", which is the folding stock variant).

WW2 era M1 Carbine with spare magazine pouch - .30 Carbine
M1 Carbine in "Nacht der Untoten."
View down the aperture sights.
Reloading the M1 after seeing off some of the Third Reich's undead.
Chambering a fresh round.

M1 Garand

The M1 Garand is used in zombie mode for 600 points and is found in the zombie maps Verrückt and Shi Nu Numa.

M1 Garand - .30-06
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The M1's iron sights in-game.

M14 Rifle

The M14 Rifle is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. If comparing the M14 to the M1 Garand from Call of Duty: World at War, it's actually the same weapon, only with a different model, more ammunition held at once, and a reloading animation taken from Modern Warfare 2's Mk 14 EBR. Various attachments can be fitted: M203 grenade launcher, flamethrower, Colt scope, red dot sight, reflex sight, Knight's Armament Masterkey shotgun, suppressor, foregrip, IR scope and extended magazine. An M14 is used as the eighth weapon tier in Gun Game.

The in-game model has a pistol grip and bipod like the M14E2 LMG, but is semi-automatic only. Attaching a foregrip in multiplayer increases its resemblance to the M14E2.

M14 rifle - 7.62x51mm NATO
M14E2 Light Machine Gun - 7.62x51mm NATO
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M14 fitted with Colt scope as seen in single-player.
M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.
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M14 looking through iron-sights. The HUD indicates this one has the Extended Mags attachment, though note that this is one of only two guns in the game where the magazine is not modeled differently with that attachment.
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M14 in Yukon (snow) camo, custom logo on the side, and Colt scope. Note F-4 jet fighter dropping napalm bombs.

Steyr AUG

The Steyr AUG is available in the game, used only in levels that take place in the Ural Mountains. It has a Swarovski scope, arctic camo paint, and a suppressor in some of the scenes. Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The AUG A2 is used in multiplayer (since it incorporates a rail top with sights instead of the default optical scope), the A2 variant depicted in multiplayer was not developed until 1997. A more adequate choice of weapon could have been the AR-18. Another accurate choice could have been the HK-33(1968). An AUG appears as the eleventh weapon tier in Gun Game.

A weird visual glitch exists on the AUG when it is equipped with the Swarovski scope or red dot sights; the scope mount will actually slide along the weapon to meet the user's eye when the weapon is aimed down the sights.

If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the "AUG-50M3" (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with Knight's Armament Masterkey, but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.

The AUG lacked its foregrip in the beta, but has it in the final game.

Steyr AUG A1- 5.56x45mm
Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.
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FPS view of the AUG
Our skydiving protagonist takes "two is one and one is none" to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.
Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...
Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.
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Upgraded Steyr AUG in zombie mode.
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Like above, only with the Masterkey in use. Note the sci-fi camo pattern and heat shield.

Sturmgewehr 44

The Sturmgewehr 44 is used by the Germans in the World War II mission "Project Nova" and can be used by the player. Also is able to purchase for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.

Sturmgewehr 44 - 7.92x33mm
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Sturmgewehr 44 in idle.
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Sturmgewehr 44 in ADS.
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Sturmgewehr 44 in reloading.

Shotguns

Beretta Model 682

One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the "Olympia" is in fact modeled on a Beretta 682. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but also the Beretta 682 was not invented until 1985. A more historically accurate choice would have been the Browning O/U or TOZ-34. The developers could have also simply reused the double barreled shotgun from Call of Duty: World at War.

Beretta Model 682 Gold E - 12 gauge
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Rottweil Skeet Olympia 72 - 12 gauge, for comparison
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"Olympia" in reloading.

Double Barreled Shotgun

In the opening cutscene for the newly-released zombie mode level "Call of the Dead", Michael Rooker is seen using a pair of sawn-off 12 Gauge Double Barreled Shotguns akimbo while acting for a zombie film. These are not usable in the Call of the dead zombie map, however, and they appear to be reused models from Call of Duty: World at War. In one instance when dual-wielding them, probably as homage to typical Hollywood inaccuracies, Rooker fires three shots from one of them without reloading. Also purchasable in zombie maps Natch der Untoten, Verrückt, And Der Riese for 1500 points. The sawed-off version is unavailable in Der Riese, but the long-barreled variant is. It should be noted the long-barrel shotgun form has the character's hand floating under the grip, probably due to file space reasons.

Modern Baikal Commercial hammerless side by side shotgun - 12 gauge
Sawn-off double barreled shotgun - 12 gauge
Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.
The Double Barrel shotgun in "Nacht der Untoten," note the barrels floating above the player's supporting hand.
Bead sight view.
Cracking open the barrels. Remember, shop smart, shop S-Mart.

Franchi SPAS-12

The Franchi SPAS-12 set to semi-automatic mode is present in the game and can be equipped with a sound suppressor. It should be noted that the SPAS-12 is unrealistically depicted as being used by Vietnamese and American soldiers in 1968, even though it did not actually enter production until 1979. A more correct choice of semi-automatic shotgun could have been the Remington Model 1100 shotgun (1963) which was also used in the Vietnam War. A SPAS-12 is used as the third weapon tier in Gun Game.

In contrast to MW2's SPAS, the one featured in Black Ops is semi-auto and has its stock folded. Despite this, when it is picked up and when reloading the player pumps the weapon, even though the charging handle on the right side of it must be pulled back to chamber a new shell in semi-auto mode, as the pump is locked forward. It should also be noted that the Dragon's Breath rounds used in one campaign mission are underpowered and not rated for use in semis due to insufficient energy to cycle the action. If upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode, it will turn into a more powerful version called "SPAZ-24"; firing laser-like rounds, but has 24 shells instead of 8 and also it reloads the entire magazine only after one shell, which only takes a second. Another note of interest is that the middle of the butt-pad on the folding stock is incorrectly depicted as being hollowed out, leaving only two rectangular sheets on the ends the stock, you can see a similar thing in the game F.E.A.R. This is done so the shotgun can be aimed down the iron sights, as they are normally unusable whilst the stock is folded.

Franchi SPAS-12 - 12 gauge
SPAS-12 in the level "Numbers"
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SPAS-12 with suppressor attached in idle.
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Upgraded SPAS-12 in zombie mode. Note the sci-fi camo pattern.

High Standard Model 10

The semi-automatic High Standard Model 10 Type B (1967) is the last shotgun unlocked in the multiplayer (being the "Classified" weapon of the class, it requires purchasing the other three), holds 4 shells and can be dual wielded; in zombie mode it holds 6 shells. In real life the HS-10 features a warning label that reads, "Caution: Do not fire from left shoulder" due to the ejection port's location, which could easily result in hot brass (or, rather, plastic) flying in your face. Despite this, Akimbo is the only attachment option for the weapon. It is unclear why the multiplayer version doesn't have an "extended mags" attachment, since the capacity of the real HS-10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.

High Standard Model 10B - 12 gauge
Model 10 in reloading.
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Akimbo Model 10 with red camouflage.
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An upgraded Model 10 in zombie mode, called Typhoid & Mary. Note the sci-fi camouflage.

Ithaca 37 "Stakeout"

An Ithaca 37 "Stakeout" with a heat shield and unusable shell holder wrapped around the receiver, is available in the game. Originally thought to be the full-stocked Trench Gun variant due to insufficient detail, until shots of the world model revealed that it really is the Stakeout. Its appearance is anachronistic as the Stakeout was not produced until 1981. A more accurate weapon would be the Ithaca 37 "Trench Gun" S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War, or a sawed-off Remington Model 870 shotgun (1951). The Ithaca is used as the fourth weapon tier in Gun Game.

Ithaca 37 "Stakeout" - 12 gauge
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Ithaca 37 "Stakeout" in idle.
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Ithaca 37 "Stakeout" in ADS.
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Ithaca 37 "Stakeout" in reloading. Note the vertical foregrip.

KS-23

A Soviet KS-23 shotgun/carbine is seen only in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing. Appearance is anachronistic, as the weapon wasn't designed until the 1970s. More correct choice of Soviet shotgun from the 60s would have been the MTs 21.

KS-23 with a fixed wooden stock - 23mm

"Harpoon"

A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or "skewer the wing-ed beast," as the plan describes it) during "Vorkuta".

KS-23 with a synthetic stock and a harpoon.

Winchester Model 1887

A Winchester Model 1887 is seen being wielded one handed while riding a motorcycle near the end of the level "Vorkuta". It is erroneously depicted as being able to fire two shots before needing to be spin-cocked, why this was done is unknown, but it means this 1887 is the opposite of the one in MW2: that one's barrel was incorrectly used as a magazine tube, while this one's magazine tube is incorrectly used as a barrel. The model appears to the same one from Modern Warfare 2. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s).

The sawed-off Winchester 1887 with large-lever loop used by Arnold Schwarzenegger as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.
Picture provided to show how alike this lever action weapon looks to the Winchester Model 1887 texture from Modern Warfare 2. It is almost an exact copy. Mason, meanwhile, is apparently attempting to get the most spectacular lever bite in history.
This scene looks a lot like Terminator 2...

Winchester Model 1897

The Winchester Model 1897 is available in zombie mode in the zombie maps Natch der untoten, Verrückt, Shi Nu Numa, and Der Diese for 1500 points. It's the best with the Perk a Cola "Speed Cola".

Winchester Model 1897 Trench Gun - 12 gauge
Winchester 1897 in Zombies.
ADS of the M1897.
Tank Dempsey gets his thumb stuck in the loading gate....
....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.

Machine Guns

Browning Automatic Rifle M1918A2

The Browning Automatic Rifle M1918A2 can be purchased for 1800 points in the zombie maps Nacht der Untoten, Verrückt and Shi No Numa.

M1918A2 Browning Automatic Rifle - .30-06
Three Nazi zombies walk into a BAR....
BAR iron sights.
Reloading the BAR. Not an easy weapon to hold upwards with one hand.
Locking the bolt back.

GE M134 Minigun

A handheld M134 Minigun (the GAU-2B/A, according to a data plate on the weapon's model) is available in multiplayer as a Kill Streak reward; it can also be found during the campaign level "Vorkuta", under the name "Death Machine", and is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.

This weapon is a modified version of the now-standard Terminator 2-style Minigun with some slight alterations. First the chainsaw grip is offset to the left and the Y-frame and rear grip are tilted to the right so that when the player holds the weapon, it is tilted to the left. Because of this the Y-frame is not actually attached to the recoil adapter assemblies which makes them completely extraneous. Additionally the barrel cluster incorrectly spins clock-wise from the player's perspective and features a custom three-disc barrel clamp rather than the traditional four-disc clamp.

Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.

The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. The XM214 had a feature that would declutch the feeder/delinker during spin down to conserve ammo, but the "Death Machine" is based on the M134, not the XM214, which was developed much later.

It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld "Death Machine" model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.

Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgement Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm
An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.
Mason "raising hell" with the hand-held M134.
A member of the Cuban Revolutionary Armed Forces (called "Tropas" -the Spanish word for "Troops"- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun is what can only be described as "Treyarch logic".
A chopper gunner on a UH-1 Huey with the GE M134.
The sentry gun with the GE M134.

Heckler & Koch HK-21E

The HK-21E is in the game, but uses G3 Magazines holding 30 rounds. The extended drum magazine holds 60 rounds in multiplayer, and 80 in single player. Other attachments include various optics. If upgrading the HK-21E with the Pack-A-Punch machine in zombie mode, it will turn into more powerful version called "H115 Oscillator"; firing laser-like rounds, and has 150 round magazine. While the HK-21 itself is not anachronistic to Black Ops (being developed in 1961), the HK-21E variant was not developed until the 1980s. An HK-21E appears as the twelfth weapon tier in Gun Game.

Heckler & Koch HK21E - 7.62x51mm NATO
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Firing the HK-21E.
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Hudson examining a drum-magged HK-21E in Clarke's weapon's cache.
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HK-21E idle. Not seen in this shot of the weapons cache is the M202 FLASH quad-barrel rocket launcher.
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Upgraded HK-21E in zombies mode. Note the sci-fi "tattoo".

M60E3

The M60E3 general purpose machine gun, known as "The Pig" during the Vietnam war, is available in the game. It does not appear to have the forward pistol grip. In-game, the M60E3 uses a modern flip-up rear iron sights instead its own original sights, like some other weapons available in Black Ops. It is labelled as "M60" during gameplay, but is modeled after a M60E3, which the appearance during the Vietnam War is anachronistic, as only the original M60 was available at the time (the E3 variant was not introduced until 1986). The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.

M60E3 with short barrel - 7.62x51mm NATO
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A M60E3 being fired from a plane in "Operation 40". Note the backwards rear iron sights.

RPK-74

The RPK-74 appears early in the single player campaign, in the hands of Cuban soldiers in "Operation 40" (set in 1961). The RPK-74's handguards are ribbed like the later RPK-74M, even though the weapon is ostensibly the earlier model with wooden handguards. The weapon features a tech-SIGHT rear sight aperture (modeled on Valmet Assault Rifle Series), which is removed and replaced with the standard AK top cover when an optic is attached. Compared to the two other AK-type rifles, the RPK-74 has an artificially long reload animation. It is called "RPK" in-game, but is actually modelled after a RPK-74, which is anachronistic, as the RPK-74 wasn't introduced until 1974 (alongside the AK-74). The tech-SIGHT rear sight aperture is also anachronistic. A more appropriate choice for the time period would be the Kalashnikov RPK, which was introduced in the 1950s. Nevertheless, it has the correct for RPK magazine capacity of 40 rounds (or 75 with drum magazine), as well as Valmet M78 style handle for carrying. In fact, the ammo name for the weapon in the game files is the 7.62x39mm round of the original RPK.

RPK-74 - 5.45x39mm
RPK-74 in-game.
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RPK in the Black Ops teaser.
RPK with "ACOG Sight" in idle.
Idle. Note relocated rear sights, with "Dual Mags".

Stoner 63

A Stoner 63 (1964) in its assault rifle configuration is unlocked as the last light machine gun in Multiplayer. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality the Vietnam era LMG variant of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.

File:Stoner63ARifle Config1.jpg
Cadillac Gage Stoner 63A - 5.56x45mm
Stoner 63 in the final level of the game "Redemption".

Sniper Rifles

Accuracy International Arctic Warfare Magnum

The Accuracy International Arctic Warfare Magnum is available in the game. The folding stock and fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A more adequate bolt-action high power sniper rifle choice would have been the M40 sniper rifle (introduced in 1966) or the older Winchester Model 70. An AWM appears as the fourteenth weapon tier in Gun Game.

In-game the AWM is called the L96A1, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The Arctic Warfare Magnum's designation, at least the German Army designation, is the G22.

When upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the "L115 Isolator", firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name; the British Army's versions of the AWM are designated "L115A1" and "L115A3" (the originally adopted version, and the later improved version, respectively).

Accuracy International AWSM (Arctic Warfare Super Magnum) - .338 Lapua Magnum
The real L96A1 for comparison - 7.62x51mm NATO
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The AWM in-game. Note the odd red tint to the scope's lens.
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The player character decides to celebrate his one-shot kill by reloading. Note the unusable bipod.
The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has "ACCURATELY NATIONAL EAGLELAND" written on the side.

Carcano M91/38

A Carcano M91/38 carbine, the weapon used on November 22, 1963, by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun isn't usable in-game.

Carcano M91/38 Short Rifle - 6.5mm
The rifle seen in the trailer. This photograph is the actual Carcano used to kill President Kennedy.

Heckler & Koch PSG-1

The Heckler & Koch PSG-1 is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the PSG-1 was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the Heckler & Koch SR9 rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.

A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French MAS FR F1 precision rifle introduced in 1966.

Heckler & Koch PSG-1 - 7.62x51mm NATO
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H&K PSG-1 in idle.
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H&K PSG-1 in reloading. Note the empty magazine.
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Looking through the H&K PSG-1 scope.
The H&K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES Spectre M4, CZ-75 and dual OTs-02 Kiparis.
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In-game gold H&K PSG-1.

Karabiner 98k

The Karabiner 98k is 200 points in the zombie maps Natch Der Untoten, Verrückt, and Der Riese. It also replaces the M1903 Springfield in Verrukt, probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.

Karabiner 98k - German manufacture 1937 date - 7.92x57mm
The scoped Karabiner 98 Kurz in Zombies.
View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.
Operating the Mauser's bolt handle.
Loading in some fresh 8mm Mauser ammunition.

Mosin Nagant M38 Carbine

The Mosin Nagant M38 Carbine with a PU scope is found during the World War II Flashback mission "Project Nova", available open sighted as well. NPCs hold the in-world model of the weapon as if it has a pistol grip; this is due to recycling poses used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example). In addition all of the models have a downturned bolt handle, actually only a feature of sniper versions, this is because it is the same model from Call of Duty: World at War, strangely the 3rd-person model has a straight bolt handle, even on the scoped verisons, another leftover from World at War.

Mosin Nagant M38 Carbine - 7.62x54mmR
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Scoped Mosin Nagant M38 Carbine.
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The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding PPSh-41s.
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Regular Mosin Nagant M38 Carbine in idle with incorrect bolt handle .
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Regular Mosin Nagant M38 Carbine in ADS.

SVD Dragunov

The Soviet SVD Dragunov (introduced in 1963) is one of the sniper rifles available in the game. Can be used with Variable Zoom Scope, NSPU Night Vision Scope, PK-AV Combat Scope, Suppressor, or Extended Magazines.

SVD Dragunov - 7.62x54mmR
SVD in the level "Executive Order". Note that this weapon seems to use the exact same receiver as the game's "AK47", which could explain the AK-style safety lever present on this weapon (not visible in this shot).
SVD's PSO-1 scope as seen in the level "Executive Order." This is a poor replica of a modern POSP scope reticle and is totally incorrect for a period PSO-1.

Type 99 Arisaka

The Arisaka Type 99 is able to be purchased in the zombie map Shi Nu Numa for 200 points.

Arisaka Type 99 Rifle - 7.7mm Arisaka

Walther WA 2000

A Walther WA 2000 appears as part of Mason's loadout in the mission "Victor Charlie", which makes it anachronistic, because "Victor Charlie" takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic, because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.

A more adequate U.S. sniper rifle choice for that era would have been the M40 sniper rifle (introduced in 1966) or the older Winchester Model 70, both used in Vietnam before 1968. However, these were bolt-action rifles. A semi-auto sniper rifle system used in the war was the XM21, but it was fielded until late 1969. The older M1 Garand M1D and MC52 variants were other semi-automatic sniper rifles used early in the war.

Walther WA 2000 - .300 Win Mag
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WA 2000 in idle.
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WA 2000 while reloading.
WA 2000 telescope sight.

Launchers

China Lake grenade launcher

The China Lake Launcher is available in Black Ops, and is the last launcher unlocked. The pump animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon. It also cannot be fired in-game without using the iron sight (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a "no-scope" shot is attempted, the player character will bring the launcher into aim-down-sight mode automatically before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.

China Lake Grenade Launcher - 40x46mm
The China Lake as seen in the level "Numbers"
The iron sights of the China Lake Launcher in the level "Numbers".

M72A7 LAW

The M72 LAW appears in the game as a single shot rocket launcher; it is anachronistic as the version used in the game is a modern M72A7 LAW, not a Vietnam-era model. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life counter-part, which is direct-fire only. The M72 LAW appears as the seventeenth weapon tier in Gun Game.

M72A2 LAW - 66mm
M72 LAW as seen in the level "S.O.G."
Scope view of the M72 LAW as seen in the level "S.O.G."

M202A1 FLASH

The M202A1 FLASH referred as the "Grim Reaper", can be used in the missions "Victor Charlie" and "Numbers." In "Crash Site" the player controls a boat with the normal player character Mason driving and manning an M60 machine gun mounted on the front of the pilot house, and NPCs Woods and Bowman armed with a pair of M202s that the player can aim and fire. In multiplayer mode, the Grim Reaper can be obtained from a care package killstreak (awarded after five kills) just like the Death Machine. It also appears as the sixteenth weapon tier in Gun Game.

It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is anachronistic, as it wasn't designed until the late 1970s and was not fielded by the US military until 1978. A more appropriate choice would have been the XM191, a prototype launcher fielded during the Vietnam War which led to the development of the M202. Unlike the M202, the XM191 could actually fire HEAT rockets as shown in the game, since it could be loaded with the same 66mm rockets used by the LAW (referred to as XM78): while this was theoretically possible for the M202, no HEAT clips for the latter were ever produced.

M202A2 FLASH - 66mm
File:Shot0173.jpg
"Grim Reaper." Note the writing on the side of the weapon declares it to be "Launcher, Rocket, 66mm, 4-tube, M202A1," putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.
File:Shot0174.jpg
The Grim Reaper through its scope. Note the number rotation next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the "hold breath" control. In real life, the only two options for the M202 are firing rockets one at a time or all at once.
File:Shot0176.jpg
Grim Reaper reloading. Note incendiary rockets being loaded, even though the in-game weapon fires explosive rockets.

RPG-7

The RPG-7 is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well.

RPG-7 - 40mm

RPzB 54 Panzerschreck

The RPzB 54 Panzerschreck is used by the German soldiers in the World War II flashback mission "Project Nova" and usable by the player.

RPzB 54 "Panzerschreck" rocket launcher - 88mm
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Panzerschreck on the ground.
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Panzerschreck in idle.
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Panzerschreck in ADS.
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Panzerschreck in Reloading.

SA-14 Gremlin

The SA-14 Gremlin, an updated version of the SA-7 Grail, is referred to in-game by its Russian designation of "Strela-3"; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 "Hip" gunships during the attack on Rebirth Island. The Gremlin is, like most weapons in the game, anachronistic, as Black Ops takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1968 (though in both cases the "Valkyrie" variant mentioned below would still be anachronistic to the 1963 level "Executive Order").

SA-14 Gremlin launcher - 72mm
SA-14 Gremlin in Create-A-Class menu.
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SA-14 Gremlin in idle.
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SA-14 Gremlin in ADS.

"Valkyrie"

A unique fictional version of the SA-14 Gremlin, called the "Valkyrie" which has a MCLOS (Manual Command to Line of Sight) system same as the BGM-71 TOW. It is usable in the single-player missions "Executive Order", wherein Alex Mason uses it to destroy the Soyuz II rocket in flight, and "Redemption", where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multi-player, awarded after seven kills and costing 4,000 CoD Points.

File:Shot017817.jpg
"Valkyrie" in idle.
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"Valkyrie's" lock-on system.
File:Shot0115.jpg
"Valkyrie" on the ground.

Emplaced Weapons

82-PM-37

The 82-PM-37 mortar is used by the Russian soldiers in the World War II mission "Project Nova". The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.

File:Shot00446.jpg
Russian soldiers using the 82-PM-37 mortar.

AGS-30 automatic grenade launcher / machine gun

A heavy machine gun and a grenade launcher version of the AGS-30 with extended barrels and spade grips are both attached to the BTR-60 APC that Hudson operates during the mission "Rebirth". Development of AGS-30 started in early 1990s, so it is highly anachronistic.

AGS-30 on tripod - 30mm
File:Shot00588.jpg
Hudson using the dual AGS-30s.

BGM-71 TOW

The BGM-71 TOW is seen mounted on a jeep only in the mission "S.O.G." where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in "S.O.G." (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A, which were also actually MCLOS in real life.

BGM-71 TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.
File:Shot0146.jpg
BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a "Black Ops" edition of it.
File:Shot0147.jpg
The BGM-71. Notice the "TOW 2B" stencil on the tube; TOW 2B started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the "nose end" marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.

Browning M2HB

A Browning M2HB can be seen mounted on every M113 APC in the singleplayer and also on every PBR.

Browning M2HB on vehicle mount - .50 BMG
A M2HB is mounted on the APC.
File:Shot0190.jpg
A pair of M2HB is mounted on a PBR.

DShK heavy machine gun

The DShK heavy machine gun is mostly seen mounted on trucks. The player uses one in "Vorkuta" and "WMD", and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.

Russian DShKM on tripod - 12.7x108mm
File:Shot0227.jpg
DShK mounted on a truck.
File:Shot4444.jpg
DShK used by Mason.

M60

The M60 machine gun is seen mounted as a door gun on a Huey gunship, and as a mounted weapon throughout the game.

M60 - 7.62x51mm NATO
Emplaced M60 being fired in the level "S.O.G.".

M134 Minigun

A Huey gunship is seen armed with a M21 armament system that consists of side mounted 70mm rocket pods and twin M134 Miniguns.

M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge M158 Rocket Launcher)
CODBOAR-15.jpg
File:BlackOps 2010-11-14 17-29-46-73.jpg
Huey gunship lights up the side of a building with its miniguns.

MG42

The MG42 appears only as an emplaced weapon throughout the World War II flashback mission "Project Nova". The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.

MG42 with bipod extended - 7.92mm Mauser
File:Shot00050.jpg
MG42 used by a Russian soldier.
File:Shot0073.jpg
Same as above...
File:Shot0117.jpg
The MG42 being used by Reznov.

Type 92 Heavy Machine Gun

The sentry guns in the zombie map "Kino der Toten" appears to be based on Type 92 Heavy Machine Gun. A double machine gun turret in the level "Victor Charlie" appears to be made of two modified Type 92s. The use icon for that turret reuses the icon for the Type 92 from Call of Duty: World at War.

Type 92 Heavy Machine Gun - 7.7x58mm SR
File:Shot0006.jpg
Type 92 mounted on an electrical engine.
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Bomg3.jpg
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Unknown MANPADS

Seen as a part of the SAM Turrets.

The SAM Turret killstreak.

Explosives

F-1 hand grenade

The F-1 hand grenade is one of the grenades that aren't usable in-game.

F-1 High-Explosive Fragmentation hand grenade.
The grenades under the right shoulder are the F-1's.
F-1 hand grenade on dead Russian soldier. An RGD-5 hand grenade is also visible.

M7 Gas Grenade

M7 CS gas grenade.
The black grenades on the waist are the M7.

M18A1 Claymore

The M18A1 Claymore anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the "Spikemore", which as its name indicates launches spikes along with its usual shrapnel.

As with other Call of Duty games, the mine is based on the depiction of the Claymore in Metal Gear Solid, emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated.

M18A1 Claymore anti-personnel mine.

M34 White Phosphorous grenade

The M34 White Phosphorous grenade AKA "Willy Pete" is used in its intended role as a smoke grenade, rather than as an incendiary weapon. It still causes mild damage to enemies who are too close when it explodes, though.

M34 White Phosphorous grenade.
The green grenade on the belt is the M34.

M67 hand grenade

The M67 hand grenade once again returns as the primary grenade of every faction in-game (not including the World War II mission "Project Nova"). Because Black Ops takes place from 1961 to 1968, it would be slightly more accurate to see the M26 hand grenade instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not exactly anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.

M67 fragmentation grenade.

Mk 2 hand grenade

The Mk 2 hand grenade is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map "Kino Der Toten".

Mk 2 "Pineapple" High-Explosive Fragmentation hand grenade.
Mk 2 hand grenade on Tank Dempsey's coat.

Model 24 Stielhandgranate

The Model 24 Stielhandgranate is used by the German soldiers in the World War II mission "Project Nova" and usable by the player. Also available in the zombie maps Natch Der Untoten, Verrückt, Shi Nu Numa, and Der Riese for 250 points.

Model 24 Stielhandgranate.
File:Shot110081.jpg
Model 24 is about to be thrown.
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Model 24 on the ground.

RGD-5 hand grenade

The RGD-5 hand grenade is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player

RGD-5 High-Explosive Fragmentation hand grenade.
RGD-5 hand grenade on a dead Russian soldier. An F-1 hand grenade is also visible.

RGD-33 stick grenade

The RGD-33 stick grenade is used by the Russian soldiers in the World War II mission "Project Nova" and usable by the player.

RGD-33 stick grenade.
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RGD-33 is about to be thrown.
File:Shot0130.jpg
RGD-33 on the ground.

Attachments

GP-25

A GP-25 can be seen mounted on the AK based gun and the Galil. Unlike the Modern Warfare series, there is not quadrant sight at all, so it is not necessarily modeled after a GP-30 and therefore the in-game GP-25 name is considered correct. Its appearance is anachronistic, since the GP-25 entered service in 1978. A more accurate choice for the time period of the game could have been the standalone Device "D" noiseless grenade launcher / pistol combo (which could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s, or else the OKG-40 "Iskra" prototype underbarrel grenade launcher that was developed in 1965.

GP-25 grenade launcher - 40mm
GP-25 on AK based weapon in third person.
File:Shot0046.jpg
GP-25 on AK based weapon.
Reloading GP-25 on AK based weapon.
File:-Galil with GP-25.jpg
GP-25 on a Galil.

GSN-19 "Kanarejka"

The GSN-19 grenade launcher is a unique attachment for the AKS-74U compact carbine. First encountered in the single-player mission "Rebirth". Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the Device "D" noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.

GSN-19 grenade launcher - 30mm
File:Shot0044.jpg
GSN-19 in idle.
File:Shot004897.jpg
GSN-19 in reloading.
AKS-74U with a GSN-19 on a table.

Knight's Armament Masterkey underbarrel shotgun

The Knight's Armament Masterkey is a purchasable attachment for some Assault Rifles in multiplayer, and is seen in singleplayer mounted on the M14 and M16 in "SOG", the AK-47 in "Victor Charlie", the Enfield in "Rebirth" and the Galil in "Redemption". It is anachronistic, since the Masterkey project was not initiated until the 1980s. A more historically accurate attachment would be the bayonet due to its similar function as an attachment for close encounters.

Knight's Armament Masterkey - 12 gauge
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Masterkey mounted on M16.
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M203A1 grenade launcher

The M203 grenade launcher returns once again, but this time, it actually has the trigger and trigger guard, unlike in Call of Duty 4: Modern Warfare and Modern Warfare 2. In the first stages of the game, the M203 lacked the front and rear mountings as can be seen below, but added in the final version. Since Black Ops takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969. A more historically-accurate choice would have been the XM148 grenade launcher.

Knight's Armament Company M203A1 with 9" barrel - 40x46mm. Intended for attachment only to M4 Carbines, also available with a 12" barrel like in the game.
File:CODBO-M203.jpg
Notice the lack of front and rear mountings for the M203A1.
File:Shot0183.jpg
Reloading a M203A1 attached to a Colt Commando.

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