Call of Duty: Black Ops 4
The following weapons appear in the video game Call of Duty: Black Ops 4:
The "Annihilator" returns from Black Ops III as Seraph's specialist weapon. This time around, it appears to be based on a Smith & Wesson Model 500 (with a Taurus Raging Bull's distinctive red-striped rubber grip), and somehow has its hammer self-cock after firing despite the lack of a slide (similarly to the "Bloodhound" revolver from the earlier game), as opposed to being used in single-action mode like its previous counterpart.
The "KAP 45" is a fully-automatic pistol added with the "Barbarians" event. It is based on the TDI Kard, and is an in-universe successor to the "KAP-40" from Black Ops II. It has a stainless steel custom M1911-style 3-hole trigger.
The "Mozu" is a .45 caliber futuristic revolver mainly based on the Mateba Autorevolver. However, the cylinder and the ejector rod assembly appear to be inspired by the ones from the Chiappa Rhino. The barrel's end is taken from the Smith & Wesson Model 629 Stealth Hunter. Notably, it commits the same sins as the Colt Python's reload animation from Black Ops I, wherein all 6 rounds (fired or otherwise) are dumped without using the ejector rod, then the number of rounds fired are "replaced" (i.e. placed into the same empty chamber over and over again) one-at-a-time, and the cylinder is closed, instantly becoming full upon doing so. Notable attachments include speedloaders for faster reloading, a stock, a "Stabilizer" (which appears to simply be a foregrip, though unlike other weapon-mounted foregrips it reduces idle sway instead of recoil), 2 levels of barrel extension, and a short-range scope. Also available as an Operator Mod is the "Skull Splitter", a rather odd, blocky barrel shroud (with a small, unidentified device underneath it) that alters the weapon's headshot damage multiplier, such that a headshot at any range is instantly fatal.
Also available is a special "mastercraft" variant, the "Replicant" (a reference to Blade Runner); among its visual modifications are a thicker, more rectangular-profile barrel with an underbarrel rail, ventilated rib, a threaded extension, and compensator ports (along with a "MADE IN JAPAN" marking; this ties in with the name, as "Mozu" is the Japanese name for the bullheaded shrike), a re-profiled ergonomic grip seemingly made of brown rubber, a squared-off trigger guard, and a curved holographic projection covering the cylinder, which starts out playing static, but changes as the user gets kills with it (seemingly another reference to Blade Runner, and the holographic advertisements and individuals therein).
"RK 7 Garrison"
The "RK 7 Garrison" is a 9mm three-round burst-firing pistol appearing as a spiritual successor to the "RK5" from Black Ops III. Unlike that weapon however, it is based on a Beretta 93R.
Springfield Armory 1911
An M1911 pistol is seen held by an operative in the starting cutscene of the specialists' story, but is unavailable for use during gameplay. It uses the same model as the Springfield Armory 1911-based pistol from Black Ops III, except that now it has a top rail.
The "Strife" is a futuristic hybrid of Smith & Wesson polymer-framed pistol designs, primarily resembling a cross between the Smith & Wesson Sigma SW9F and the Smith & Wesson Sigma SD40, with some additional influence from the Smith & Wesson M&P series. Unlike any of those pistols, however, the Strife is hammer-fired rather than striker-fired and features a squared-off trigger guard similar to the one of the CZ P-10 C. It feeds from 12-round magazines of .45-caliber ammunition; these magazines are translucent, matching up with a translucent portion in the rear of the grip, presumably allowing the user to view how many rounds they have left in a magazine (though this isn't really visible during normal gameplay, except during reloads). The Extended Mags I attachment increases this to 20, while Extended Mags II bumps it up to an impressive 32.
Its unique Operator Mod, the Stiletto Knife, works similarly to the Tactical Knife pistol "attachment" from previous games, allowing for swift, lethal melee attacks; unlike the held-in-the-left-hand Tactical Knife, however, the Stiletto Knife is actually attached to the pistol's frame-mounted rail, somehow not throwing off the pistol's balance or handling, despite more than doubling its overall length, and adding what likely amounts to nearly an entire second pistol's worth of weight to the front.
Webley Mk VI
The Webley Mk VI is the default starting pistol in Zombies mode, renamed the "Welling". It incorrectly has a cylinder capacity of eight rounds instead of six, presumably to fit with Zombies tradition of 8-shot starting pistols. The .38 ACP version of the Webley-Fosbery Automatic Revolver would have made for an accurate eight-round Webley.
The "Rampage" is a fully-automatic shotgun added to the game with the Operation Grand Heist update. It is based on a Cobray Street Sweeper, but is depicted with an 8-round detachable box magazine, expanding to a 12-round drum with the "hybrid mags" attachment. Its stock is inspired by that of a Franchi SPAS-12, and the foregrip is similar to the Magpul Rail Vertical Grip.
The "SG12" is a futuristic AA-12, shown operating in semi-automatic mode. It feeds from a 6-round box magazine by default, expanding to a 10-rounder with the "Extended Mags" attachment, and to a 14-round drum magazine with "Extended Mags II".
Interestingly, there is a real weapon called the "SG 12", although it is completely unrelated to the BO4 weapon (being a battle rifle based on the FG 42 and chambered in .308 Winchester).
Winchester Model 1897
The Winchester Model 1897 Trench Gun is available in Zombies mode as the "M1897 Trebuchet".
When Pack-a-punched it becomes the "M9-TKG Home Wrecker"; this gives it increased ammo capacity and makes it fire grenades, as well as disabling the ability to aim down sights for some reason.
The "Cordite" is a fictitious American-made submachine gun based primarily on the FN P90 (with a fair amount of influence from the also P90-inspired "PDW-57" from Black Ops II); its name is taken from, of all things, an obsolete British form of smokeless gunpowder consisting of brownish-orange filaments. It feeds from a large, translucent box magazine mounted onto the weapon's left side, which holds 60 rounds; the Extended Mags attachment raises this to 90, seemingly adding an additional layer of cartridges parallel to the standard ones.
The weapon's unique Operator Mod, "Belt-Feed", replaces the magazine with a large belt-feeding chute that wraps around the receiver, disappearing off of the bottom of the screen (presumably into some sort of backpack). In terms of gameplay, this removes the need and/or ability to reload the weapon, instead giving it 600 rounds pre-loaded and none in reserve. Presumably for the sake of balance, this can't be emptied all at once; firing around 75 rounds continuously will cause the Cordite to overheat, requiring several seconds of struggling with the charging handle to clear the resultant jam - this is somewhat odd, seeing as dumping multiple 90-round upgraded magazines back-to-back has no such effect. In Blackout, the Cordite uses 9mm ammo; this is odd, as the rounds visible are rather clearly bottlenecked, spitzer-pointed cartridges, rather like the P90's 5.7x28mm rounds, and rather distinctly, unlike the straight-walled, round-nosed cartridges that the game's other 9mm submachine guns use.
The "GKS" is another SMG, being largely based on the "Fang 45" from Modern Warfare Remastered (a POF PSG/LWRC SMG-45 hybrid), with some additional elements from the SIG-Sauer MPX thrown in. It uses .45-caliber rounds in Blackout, of which it holds 38 in its standard, straight magazines, or 56 in its extended, curved ones. Gameplay-wise, it trades rate-of-fire and raw damage for long-range accuracy and low recoil. Notably, the weapon's iron sights consist of a thin front post and an absurdly wide rear notch; despite this, the front post is still above the rear sight's upper edge, leaving the sights misaligned such that the weapon would realistically shoot above the intended target - not that it does so in-game, of course.
The GKS's Operator Mod, "Quad Shot", changes the weapon's firemode from full-auto to four-shot burst, somehow increases its long-range damage, and nearly doubles the cyclic rate of fire (from 645 RPM to 1,200).
The GKS also has a Mastercraft variant, known as the "Tactical Unicorn"; as the name implies, this has carousel-esque unicorn decorations near its muzzle (a modified handguard with a pink-haired blue unicorn head at the end, the "horn" being a gold-painted barrel sticking out of the top) and at its stock (a pink-painted swirly affair, presumably meant to look like a horse's tail), along with a rather garish rainbow-and-gold paintjob.
Heckler & Koch MP5K-PDW
While not a usable weapon in-game, a pair of golden Heckler & Koch MP5K-PDWs with suppressors appear on the pop-up victory emblem at the end of a match of Blackout mode (shown only to the player/team that wins the game). Being part of an emblem, and not physical 3D models, they are incorrectly shown as mirrors of each other.
The M1921AC Thompson returns in Zombies mode, and is once again called the "M1927". As in Black Ops II, it erroneously fires from a closed bolt (unlike in Black Ops III, where this was corrected).
Mauser C96 Carbine
A Mauser C96 Carbine with some embellishments is available in Zombies mode, under the submachine guns class. It is depicted with a fully-automatic fire capability and uses a detachable magazine, which likely means it is intended to pass for a carbine version of the Mauser M712 Schnellfeuer machine pistol (although such a configuration was only seen on replicas, and never existed as an actual weapon). Said magazine is shown as a fictionalized Trommelmagazin 08 with a 40-round capacity modified to fit in straight into the magwell. The in-game weapon is named "Escargot", which is French for "snail", in reference to its use of a snail drum magazine.
The MP40 is available in the Blackout and Zombies modes.
The "MX9" is a fictional submachine gun modeled off of BO1's Heckler & Koch MP5K prototype, with the resultant weapon bearing a distinct resemblance to the Agram 2000. Unlike the MP5K (but like the Agram), the MX9 has a reciprocating charging handle; this locks into an MP5-style notch on its own when the magazine runs empty, and is "HK slapped" (or, more accurately, punched) into battery at the end of an empty reload (the "Hybrid Mags" reload animation replaces this with a tap of a bolt release placed on the right side of the magazine well). Oddly, while the name would imply it to be chambered in 9mm (which it is, at least in Blackout mode), markings on both the magazine and receiver denote the MX9 as being .40 caliber (the concept artist claims it is a modular platform capable of accepting multiple calibers); the fire selector is also set to an unmarked position halfway between full-auto and safe (presumably semi-auto, though it fires exclusively in full-auto in-game). It holds 35 rounds (or 45 with the "Hybrid Mags" attachment) and fires at 722 RPM (upgradable to 769).
The MX9 does not have an Operator Mod; what it does have is a pre-order/mastercraft variant, known as the "Patriot". The Patriot variant has a differently-designed stock (which is always collapsed, unless one of the "Stock" attachments is used, in which case it will be replaced entirely), a vertical foregrip attached to a rail instead of the original design's integrated thumbhole, a large, rectangular barrel shroud with a serrated front end, a ventilated handguard without the standard variant's side-mounted rails, a fire selector that's fully recessed into the side of the receiver such that it couldn't possibly be manipulated in any way, a pair of dog tags hanging off of the rear sight, and an overall blockier, more angular appearance.
Another fictional submachine gun, the "Saug 9mm" is primarily based on the Gepard PDW (a somewhat obscure Russian prototype largely derived from the AKS-74U). Curiously, the Gepard-style thumbhole grip-frame appears to be made of wood (despite the real weapon's being made of polymer, not to mention that the Saug is presumably supposed to be from the future), coupled with a stamped, welded receiver, and a handguard that seems to be either made of brass or bronze, or possibly coated in titanium nitride, attached to the front of which are a pair of diagonal accessory rails which never mount anything, and somewhat dangerously sit directly above the holes of the flash hider. It has a MAC-10-esque charging handle mounted on the top of the receiver, towards the front, with a length of travel a fair bit too short to actually allow the weapon to chamber and extract cartridges properly, and fires from an open bolt; bizarrely enough, its empty reload features the player character slapping a bolt release, which apparently brings the locked-forward bolt back into its cocked position. The most likely way this could work is if the weapon had a separate spring (or perhaps multiple springs) rigged for this specific function, cocked by the forward motion of the bolt; due to the law of conservation of energy, however, this mechanism would require at least two shots to properly compress, as otherwise the energy imparted by the re-cocking spring(s) would be less than that of the recoil spring, and would likely do little more than induce a jam. It could also theoretically use energy of the fired round to compress these springs, though that's pushing it just a bit. It holds 36 rounds of 9mm ammunition (as the name would imply, though the ".40 cal" marking above the pistol grip wouldn't) in Blackout.
Among the available attachments are two different levels of "Stock" (the weapon lacking one entirely by default), as well as 2 levels of "Fast Mags", the first one of which simply adds a clamp-on gripping aid to the base of the magazine, and changes the reload animation for a more efficient one; the second one adds a large, bulbous device somewhat resembling the base of the Saab Bofors Dynamics CBJ-MS's 100-round helical magazine, somehow allowing the weapon to be reloaded near-instantly every other reload with little more than a vague hand motion near the base of the grip. This attachment is somewhat popular among players, as when combined with a suppressor and an appropriate custom weapon skin, it can make the Saug rather closely resemble a cordless electric drill. The weapon's Operator Mod, "Dual Wield", is also quite popular, and does exactly what its name would suggest.
The "Spitfire" (not to be confused with the actual Spitfire Submachine Gun) is based primarily in silhouette on the Jian She Type-05, presumably intended as an intermediary step between BO2’s "Chicom PDW" and BO3’s "Vesper". Unlike either, however, it has an upper rail area seemingly based on a CZ Scorpion Evo 3 A1, and a forend reminiscent of an aftermarket M-LOK Tavor forend. Gameplay-wise, it has a 34-round magazine (which rises to 50 with Extended Mags), and fires at an impressive 1,060 rounds per minute, faster than any other fully-automatic weapon in-game; the weapon's unique Operator Mod, called "Wildfire", raises this to an even more ludicrous 1,490 RPM (at the cost of accuracy, recoil, and strafing speed). In Blackout mode, it uses .45 caliber rounds.
The rifles in this game are divided into two classes (aside from the sniper rifles): the "assault rifles", which are all fully-automatic, and the "tactical rifles", apparently intended to pass for marksman rifles. The "tactical rifles" consist of burst-firing rifles, as well as a semi-automatic rifle and a Blackout/Zombies exclusive lever-action rifle.
The "ABR 223" is a 5.56mm bullpup rifle taking cues from the Steyr AUG A2 and the ST Kinetics SAR 21. It fires in three-round bursts, and appears under the "tactical rifles" class. Rather bafflingly, when a foregrip is attached, the world model and Create-A-Class image show it attached to the underside in a vertical position like an AUG, but for some reason, it is twisted to the side in the draw animation.
Various unusable AKM rifles can be seen in the multiplayer map Nuketown.
The AN-94 returned from Black Ops III in the Operation Dark Divide update, now under its real name as it was in Black Ops II.
A Baker Rifle appears in the intro to the "Alpha Omega" Zombies map.
Colt M16A1 Retro Reissue
The Colt M16A1 Retro Reissue (CRM16A1) returned from Black Ops III in the Operation Apocalypse Z: Survivors update, now classed as a tactical rifle and still incorrectly depicted with an A2 forward assist and as firing in three-round bursts (despite clearly only having "safe" and "fire" markings on the lower receiver).
Presumably meant as a successor to the Heckler & Koch HK416-based "ICR-1" from Black Ops III, the "ICR-7" appears to be a mixture of the aforementioned HK416 with H&K's subsequent rifle design, the HK433. It uses 5.56mm ammunition in Blackout, with a non-upgradable 35-round capacity. It serves a similar role to its BO3 predecessor: a lower-damage, slower-firing assault rifle whose main advantages are good accuracy, good range, and manageable recoil. It has no Operator Mod.
IMI Galil ARM
The IMI Galil ARM returns from previous Black Ops games as the "Grav". It was at first exclusive to Blackout, but was later added to Zombies, and even later to multiplayer mode as well.
On the multiplayer map "Hacienda" (a vineyard/mansion owned by a Spanish drug lord, according to the in-game description), a few crates containing Black Ops III's AK-200-esque "KN-44" assault rifles can be seen; gold-plated ones are also present as wall-mounted decorations. This is an in-universe anachronism, since the map takes place in 2045, whereas according to the BO3 data vault, the "KN-44" would not be produced until 2062.
The "KN-57" is based on the 2015 prototype of the AK-12. It is a spiritual successor to the "KN-44" from Black Ops III, and is depicted as being chambered in 7.62x39mm (evidenced by the "7.62x39mm" markings on the side and the use of "7.62mm" ammo in blackout), despite being clearly modeled with a straighter 5.45x39mm magazine.
The "Maddox RFB", contrary to what the name might suggest, is not based on the Kel-Tec RFB; rather, it is based on the Desert Tech Micro Dynamic Rifle, specifically the Compact model. In multiplayer, it is the last assault rifle unlocked, and one of the most popular, thanks to its best-in-class fire rate (722 RPM) and magazine capacity (40 rounds of 5.56mm) making it extremely effective up close.
Its Operator Mod, "Echo Fire", converts the weapon from full-auto to an AN-94-esque 2-round burst with a ludicrous cyclic fire rate; visually, this alters the design of the weapon's barrel shroud from a hexagonal perforated design to a more rectangular, boxy, unperforated one somewhat resembling a SilencerCo Osprey suppressor, and replaces the wedge-like charging handle with a more trigger-shaped design.
The "Rampart 17" is based on the FN SCAR-H; this is even alluded to in the name (the SCAR-H also being referred to as the Mk. 17). It features an odd thumbhole stock that blends into a full-hand trigger guard, a TDI Vector-esque angled magazine well, a permanently-affixed, completely functionless laser sight, and a cut-off aperture sight rather like that of the SCAR-H in Black Ops II. It uses "7.62mm" rounds in Blackout, while the markings on the weapon model indicate that it is chambered in .308 and is German in origin.
Added through an update, the "S6 Stingray" is a 2-round-burst "tactical rifle" seemingly inspired by the APS Underwater Rifle seen in Ghosts, with some additional design elements from AK-pattern rifles such as the IMI Galil (particularly in the trigger group) and the Galil ACE series (around the handguard and gas tube). Despite using standard "7.62mm" ammo in Blackout, it supposedly fires "high-damage serrated projectiles" (referred to as "flechettes" in the Operator Mod's description), which appear to be a somewhat poor interpretation of the APS's fin-stabilized dart rounds, with heavily oversized cases and somewhat normal-looking spitzer bullets instead of normal cases with long, narrow darts sticking out of them. It features a short-ranged scope by default (iron sights not even being an option, though the top rail does have a Pattern 1914 Enfield-esque rear sight cowling with nothing in it), as well as markings implying it to be used by the Russian Spetsnaz, and a pressurized gas tank of some sort in the stock. Its staggered-baseplate magazines hold 26 rounds by default (a trait shared with the APS), or 36 with the optional "Hybrid Mags" attachment (which combines the effects of Extended and Fast Mags, though it doesn't do either as well as the dedicated attachment).
The Operator Mod, "Impact Blast", makes the projectiles explode on impact with surfaces and enemies, increasing damage, and somewhat comically launching its victims' corpses into the air.
The "Swat RFT" is a 5.56mm assault rifle added to the game with the Operation Absolute Zero update. It is based on a SIG-Sauer SIG556, and is essentially a successor to the "SWAT-556" from Black Ops II, with the main difference being that it only fires in fully-automatic mode. It also has a paddle magazine release, similarly to other SIG SG 550 variants.
The "Swordfish" is a 5.56mm "tactical rifle" primarily based on the Vektor CR-21, with additional influence from some other bullpup rifles such as the FN F2000. It fires exclusively in 4-round bursts at a cyclic rate of 1,000 RPM and holds 36 rounds in each magazine (upgradable to 44 with Hybrid Mags, which replaces the Thermold-esque default magazine with one resembling an RPK-74's Bakelite 45-rounder).
Its Operator Mod, "Pentaburst", changes the Swordfish's firemode from 4-round burst to 5-round burst; as the weapon takes 5 shots to kill enemies within 50 meters, this modification allows the user to score single-burst kills, dramatically increasing the rifle's effectiveness. It also increases the magazine capacity to 45 rounds (55 with Hybrid Mags), seemingly solely to ensure that each magazine contains the same number of bursts' worth of ammunition (9 and 11, respectively); in spite of this, the physical size of the magazines (both standard and Hybrid) remains exactly the same.
The "Vapr-XKG" is a futuristic 5.56mm AR-15-based platform, likely based on the AAC Honey Badger from Call of Duty: Ghosts (or possibly the "Lynx CQ300", a modified variant thereof from Modern Warfare Remastered), as the concept artist claims it was originally intended to be a "stealth AR with an integral suppressor that fires 300 BlockOut[sic]". The front sight and upper part of the handguard appear to be inspired by the JP Enterprises Short Range Tactical Sight, and also has the current 4-bolt version of Daniel Defense's "Bolt-Up" mounting system. The shape of the upper receiver's tube looks similar to the LWRC IC-PDW, and the muzzle resembles a Strike Industries Triple Crown Compensator. The pistol grip appears to be inspired by the Luth-AR AR-15 LR-308 Chubby Grip Ergonomic Rubberized Pistol Grip. The stock seems to have been inspired by those of various AR-15 PDWs. It has a custom extended bolt catch release lever and a left-mounted forward assist; this was originally a teardrop button as seen in concept art but was replaced with a custom circular one that resembles a screw more than anything else in the final game. Interestingly, the ejection port has a brass-catcher bag attached (these are usually mounted for vehicle operations or situations where ejected brass would pose a problem); the aforementioned concept artist claims it is intended to minimize weapon traces.
Winchester Model 1895
The Winchester Model 1895 is available in Blackout and Zombies as the "Essex Model 07", appearing under the "tactical rifles" class. It uses "7.62mm" rounds, which implies that it is the .30-06 Springfield (7.62x63mm) version (the other possibility would be the Russian contract model chambered in 7.62x54mmR, but this isn't the case since it lacks the latter's distinctive loading bridge). It has been reimagined as using five-round en-bloc clips (an empty clip is clearly seen being ejected when it is reloaded, even making a Garand-esque ping); the real Model 1895 does not use en-bloc clips and only the Russian contract model can even use stripper clips.
The "Auger DMR" is a semi-automatic 7.62mm rifle, placed under the "tactical rifles" class. It bears a distinct resemblance to both the Dragunov SVDS and the newer Kalashnikov SVCh, along with a fair amount of influence from the "DKS-501" from Fallout 3; according to its markings, it is manufactured in Santa Monica, California, and is chambered for "7.62x5", presumably a typo (or possibly a damaged marking) of 7.62x51mm. It feeds from a non-upgradeable 20-round magazine (though its reload speed can be improved with the "Fast Mags" attachment, which swaps the already-present Magpul-style handling loop for a larger one, and changes the reload animation to involve a dramatic twist of the rifle to eject the empty magazine, along with a push of the bolt release instead of a yank of the charging handle).
Its Operator Mod, "Double Tap", converts the weapon from semi-auto to two-round burst, while visually altering its pistol grip, its trigger, its safety switch, and (curiously enough) its charging handle.
The "Havelina AA50" is a semi-automatic sniper rifle that was added in the Operation Apocalypse Z: Survivors update. As the name suggests, it is loosely based on an Accuracy International AS50.
The "Koshka" is a fictional Russian bullpup bolt-action sniper rifle based primarily on the SVU Dragunov seen in BO2. Its name is Russian for "cat", which is presumably why its Pack-A-Punched variant is known as the "Bakeneko", which is Japanese, and could roughly be translated as "changed cat" or "transformed cat". It uses .338-caliber ammunition in Blackout, feeding from a 6-round magazine somewhat resembling an AK-74's. It appears to be somewhat worn and poorly-serviced, with wooden furniture (a bit odd for a futuristic weapon), bits of cloth and rubber bands wrapped around various places (particularly the furniture, along with bands on the front sight, scope, and receiver), and what appear to be user-added decorations (a pencil and a fishing weight (respectively) rubber-banded and leather-strapped to the receiver, and a Russian flag on the magazine well with "Попался" ("Popalsya", "Got caught") written over it). Other notable features include a thumbhole stock, a default scope that looks like a night-vision scope but isn't, a handguard-mounted electronic device of unclear purpose (with a wire that apparently just trails off into the scope mount), a set of sling hooks mounted so close together that they couldn't possibly be useful in any way (one on the bottom of the pistol grip, and the other on the left side of the stock), a permanently-folded (i.e. functionless) bipod on the side of the handguard, and a strange operating system with an apparently spring-loaded bolt handle that is pulled down rather than being pushed up, seemingly working some kind of rotary chamber system that uses the barrel's centerline as an axis.
Gameplay-wise, the Koshka is a more aggression-oriented sniper rifle, with low-moderate damage, a relatively fast aim-down-sight time, and rather severe idle sway, among other things. Its attachments compliment this - among them are Fast Mags (which speeds up reloading, apparently allowing the user to drop the old magazine without pushing any buttons), iron sights (which simply attaches a set of aftermarket BUIS to the weapon's top rail, completely ignoring the folded front sight out by the muzzle) 2 levels of both Laser Sight (the first improves hip fire accuracy, and the second prevents it from worsening while moving) and Quickdraw (which improves the user's ADS time at both levels), and the aimed-strafe-speed-increasing Stock (a name which seemingly implies that the weapon didn't have one to begin with).
Its Operator Mod, the "Strelok" (Russian for "shooter"), also works with this aggressive playstyle. While it doesn't visually change the weapon in any way, it alters the way its accuracy mechanics work; instead of being severely inaccurate until the user has fully completed the aim-down-sights animation, the modified Koshka will become more accurate as the animation plays (similar to how the sniper rifles some of the series' older titles worked), allowing for faster, more precise "quick-scoping".
The "Locus", a bolt-action sniper rifle based on the PGM Mini-Hecate, returns from Black Ops III. It was added with the Days of Summer event.
The "Outlaw" is a fictional .338-caliber sniper rifle primarily based in profile off of the Blaser R93, with a ventilated barrel shroud seemingly inspired by that of an MG42. It holds a slightly optimistic 9 rounds in each detachable, swappable cylinder; this increases to an even more implausible 15 with the Hybrid Mags attachment, made all the more absurd by the fact that said attachment doesn't actually increase the physical size of the cylinder (instead simply switching it from a round, fluted design to a Chiappa Rhino-style unfluted hexagonal design). Strangely enough, the weapon is also bolt-action; the player character works a bolt after every shot, "opening" and "closing" it during each reload. This makes precious little sense, as the bolt on a bolt-action rifle generally serves to drive rounds from a magazine into a chamber, and the rounds in a revolver's cylinder are already in their chambers (and, for that matter, can't be pushed forward out of them; the cylinder generally contains some sort of rim recess, extractor tab, and/or bottleneck shoulder to hold the rounds securely in place while firing - not to mention that the bolt face of such a rifle would possess the rather undesirable trait of being exactly the same diameter as the case head it supports, which wouldn't allow any bolt face recession, front-mounted locking lugs, or even an extractor). About the only conceivable purpose this could serve is as a somewhat needlessly complex means of cocking the rifle's hammer/striker and advancing the cylinder; however, this doesn't make much sense either, as the bolt body is too long to fit in the space between the cylinder and the back of the receiver (but still too short to be properly chambering and extracting rounds like a normal bolt-action rifle). This would mean that some sort of non-Euclidean geometry would have to be at work unless the cylinder's chambers have extra space upfront; even then, this doesn't explain how it manages to rotate the cylinder while the user pushes the bolt forward. The weapon's designer claims that the barrel is separated from the cylinder, with cartridges being pushed into the barrel and then extracted back into the cylinder after firing; how this is meant to work is unclear.
The weapon's other modifications seek to take this mechanical implausibility even further; the Rapid Fire attachment gives the rifle a red match-style flat-faced trigger, and replaces its bolt with a mysterious block attached to the rear of the receiver, converting the weapon into a self-chambering bolt-action akin to the "SVG-100" from Black Ops 3. The Operator Mod, "Bolt Cylinder", gives the Outlaw a different, unfluted, round cylinder (this doesn't stop the rifle from also equipping Hybrid Mags, which doesn't visually alter the rifle at all if used with the Operator Mod), and somehow turns the revolving bolt-action rifle into a revolving bolt-action rifle that fires in three-round bursts.
The "SDM" is essentially a "futurized" Mk 14 Mod 0 EBR, appearing under the sniper rifles class. It is American in origin, and is shown using .338 rounds.
Some unusable SVD Dragunov sniper rifles are seen in the map Nuketown.
The "Vendetta" is a semi-automatic sniper rifle seemingly based on a Ruger Mini-14 carbine. It was added to the game with the Days of Summer event.
The "Hades" is a 5.56mm machine gun resembling the Mk 48 Mod 0, but shown with a weird helical feeding mechanism seemingly inspired by that of the North Korean Type 88 rifle, as well as a vertical charging handle.
The Hotchkiss M1909 is available in Zombies mode as the "Hitchcock M9". While it does have a correct capacity of 30 rounds, it is incorrectly shown with an StG 44 box magazine instead of a rigid strip. It also appears under the assault rifles class rather than the light machine guns, though the in-game description attempts to settle this by stating that it has "LMG damage without the lower mobility".
The "Overkill", a futuristic man-portable M134 Minigun (with reused design elements from Black Ops III's GAU-19/A-esque "Death Machine"), appears as a special weapon in Zombies mode. Like the other special weapons, it can be upgraded by killing zombies in a match; these add a grenade launcher and the ability to set it to self-destruct and throw it like a grenade.
The "Scythe" returns from Black Ops III as the weapon of the specialist experimental robot known as Reaper. It was added to the game with the Operation Apocalypse Z update, and this time it is a Browning M2HB-based heavy machine gun in a twin-mounted form and with reciprocating barrels. A mounted version was also previously seen in Blackout.
The "Tigershark" is a light machine gun introduced in the Operation Spectre Rising update. It is a futuristic M249 Paratrooper with a slightly longer barrel, and feeds exclusively from a 48-round detachable box magazine. However, the weapon model lacks the STANAG magwell, and the magazine is loaded into the belt's feed tray.
The "Titan" is a futuristic light machine gun based on the LSAT from past games, with some additional cues from the Heckler & Koch MG4. It feeds from caseless rounds, firstly evidenced by the "caseless ammunition" writing on the side of the belt box, as well as the fact that no casings are ejected when firing. However, the rounds don't look like those of the CL version of the LSAT; they were instead inspired by the 4.73x33mm caseless rounds used by the Heckler & Koch G11. In fact, the propellants have "4.73x33mm" written on them, but they are depicted in a triangular form (a bit like the Dardick Tround system) as opposed to the rectangular form of the real ammunition's propellants. Despite this, the weapon has "5.56mm" markings on the receiver and on the belt box, and to complicate things further, it uses 7.62mm ammunition in Blackout mode. Interestingly, the weapon's entire feed block is removed and replaced during the reload animation, suggesting that the feed block is a disposable unit that comes as part of each belt.
A fictional man-portable .50 caliber heavy machine gun, the "VKM 750" takes cues from the PKM, though the trigger guard and the screw placements above it are similar to those of the Heckler & Koch MG5. Notable features include an vertical foregrip attached to a large sheet-metal bracket of some sort underneath the barrel (equipping a foregrip removes the bracket, making it side-mounted), a spectacularly awkward-looking short stock, a left-side feed arrangement (contrary to the actual PKM), an also left-side-mounted charging handle, seemingly as a result of the weapon's dovetail sight rail being made into a charging handle slot, and the rather curious use of wooden furniture, despite the weapon presumably being from several decades in the future. It holds 50 rounds in each belt box (of which the user carries 3 in total); this rises to a rather baffling 67 when upgraded. Its unique Operator Mod is the "Fat Barrel", which supposedly "fires massive shells that hit their targets easier"; contrary to the name, the mod simply consists of a large, full-length barrel shroud and a different muzzle brake, with the actual barrel's profile remaining unchanged. Rather than, as one would expect, increasing the weapon's damage, or firing explosive shells of some sort, this simply increases the size of enemies' hitboxes with respect to the weapon's projectiles.
The "Zweihänder", usable in Blackout and Zombies, is a Maxim MG08/15-based machine gun in a shortened and somehow double-barreled form. It consists of an MG08/15's receiver combined with the aircraft sight and slotted barrel jacket of an LMG 08/15 (two jackets, actually) - in fact, the in-game description alludes to the latter by stating that the weapon is "usually mounted on airplanes". Its charging handle appears to be positioned further forward compared to that of a real MG08. It uses "7.62mm" rounds, likely for the sake of sharing ammunition with other 7.62mm weapons in Blackout, although this is actually possible on a real MG08/15 by converting it to use the Russian 7.62x54mmR ammunition. It feeds from an oversized and fictionalized Trommelmagazin 08 lacking anything except the drum, which attaches to a feeding mechanism attached to the gun. The magazine holds 75 rounds in Blackout and 150 rounds in Zombies (increasing to a whopping 300 when upgraded via the Pack-a-Punch machine). The term Zweihänder denotes a type of 16th century two handed swords.
The "Hellion Salvo" is a fictitious rocket launcher seemingly based primarily on the M202 FLASH's model from Black Ops 1, with some additional influence from the Carl Gustaf M3 (in the grip layout and shoulder support) and the Mk 153 SMAW (with the rear of the launcher being rather clearly detachable, and featuring a similar yellow stripe and pistol grip design). In spite of what its name (and its main visual basis) would suggest, the Hellion Salvo is a single-shot rocket launcher, not a salvo-firing one; furthermore, in spite of it clearly being set up to use a SMAW-style cased-rocket system loaded from the rear, the weapon instead loads through the muzzle, using comically-small rockets no larger than a 20-ounce (~590ml) soda bottle. Making this even more absurd is the fact that the weapon can lock onto aircraft, meaning that between the booster charge, rocket motor, and computerized guidance suite, there'd hardly be any room in the rocket left for actual explosives; this could at least explain how pathetically small the explosions they produce are.
Unusually for a rocket launcher in the CoD series, the Hellion Salvo can accept attachments (though it has no Operator Mod); it has 4, those being an improved version of the default folding sight that allows for faster lock-ons, a "Rocket Cache" that increases the number of rockets that the user can carry by 2 (which is apparently accomplished by strapping them to the sides of the launcher and then never actually using them), a "Fast Loader" which doesn't seemingly change the weapon visually but speeds up the reload animation, and a "High Explosive" mod which increases the damage and blast radius of its rockets.
"Radar Shroud" launcher
Specialist Reaper has the ability to fire "Radar Shrouds" that block enemy minimap coverage; these are fired out of a launcher based on an Airsoft sawed-off M79 grenade launcher.
An unusable RPG-7 can be seen in the map Nuketown. It also appears on the "Launcher Kills" calling card.
As in BO3, the Specialist named Battery has access to a repeating grenade launcher called the "War Machine"; this time around, it appears to be more closely based on a Milkor MGL (perhaps a callback to BO2's "War Machine", which was an MGL), particularly in the trigger group and stock. As in previous games, it fires video-gamey "smart" grenades that bounce off of surfaces and explode on a timer, but detonate immediately upon contact with an enemy. Unlike an MGL (or anything else that the series has called a "War Machine", for that matter), however, the BO4 incarnation is belt-fed, using a short 6-round belt of seemingly caseless grenades. It features a rear leaf sight and what appears to be a mounting point for a front sight; the front sight doesn't exist, and there is no bar in the rear sight, so the irons are little more than a window to look through. The firing animation also has a notable gaffe: the weapon's top-mounted reciprocating charging handle (which runs directly through the middle of what appears to be an upper rail, rendering the rail a bit pointless) visibly cycles completely before the belt advances, making it unclear how new rounds are actually supposed to reach the chamber.
Grenades & Explosives
Model 24 Stielhandgranate
A display case on the multiplayer map "Hacienda" features several unusable items from previous Black Ops games; among them is a Model 24 Stielhandgranate.
A bronze M18A1 Claymore with various steampunk modifications appears in the Zombies mode. It operates similarly to the laser proximity detector-detonated claymores in previous games, but detection is now performed by some sort of steampunk-esque device that produces what appears to be fire.
GE M134 Minigun
A GE M134 Minigun is used as the gun of the "Sentry" scorestreak. The model features a two-disc barrel clamp as opposed to the traditional four-disc clamp.
KPV heavy machine gun
A KPV heavy machine gun appears on the Nuketown map.
M230 Chain Gun
An M230 Chain Gun is mounted on the "Attack Helicopter" scorestreak.
Metal Storm Redback RWS
In the multiplayer map "Arsenal", the "AGR" (Autonomous Ground Robot) from Black Ops II is seen in some advertisements with the Metal Storm Redback RWS mounted to the right side.
A Yakushev-Borzov Yak-B was seen mounted on a Hind in the multiplayer reveal trailer. It was likely a placeholder, since the Hind doesn't seem to be present in the final game.
An AK-47's silhouette is visible on the "Always Done Swiftly", "Bullet Boost", and "Shopping Free" elixirs in Zombies mode.
An AKS-74U's silhouette appears on the "Wall Power" elixir in Zombies mode.
APS Underwater Rifle
An APS Underwater Assault Rifle appears on the "From The Depths" calling card unlocked by completing the multiplayer Dark Ops challenge of the same name.
|World War II Games||Call of Duty (United Offensive) • Call of Duty 2 • Call of Duty 3 • Roads to Victory • WWII|
|Modern Warfare Series||Call of Duty 4: Modern Warfare / MW Remastered • Modern Warfare 2 / MW2 Campaign Remastered • Modern Warfare 3 • Modern Warfare (2019)|
|Black Ops Series||World at War • Black Ops • Black Ops II • Black Ops III • Black Ops 4|
|Standalone Games||Call of Duty Online • Ghosts • Advanced Warfare • Infinite Warfare|