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Call of Duty: Black Ops II

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Work In Progress

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


Call of Duty: Black Ops II
Black-ops2 Logo.jpg
Official Box Art
Release Date: 2012
Developer: Treyarch
Publisher: Activision
Series: Call of Duty
Platforms: Windows
PlayStation 3
Xbox 360
Genre: First-Person Shooter



Call of Duty: Black Ops II (also known as CoD:Blops 2) is the ninth installment in the Call of Duty series, and the third main entry in the Black Ops sub-franchise. The game has variously been developed by Treyarch, Sledgehammer Games and Raven Software, and was published by Activision in 2012 for the PC, PS3 and Xbox 360.

The story continues from Call of Duty: Black Ops and is set over two time periods, with previous protagonist Alex Mason continuing his top-secret work during the Cold War while his son David "Section" Mason deals with an emerging threat in 2025 from a powerful, ruthless terrorist leader named Menendez who has mysterious links to his father's work in the past.

For purposes of this article, Alex Mason is referred to as "Mason" and David Mason as "Section."

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

Note: spoilers are present in some descriptions.


Overview

Black Ops II uses the standard system of granting the player two "slots" for weapons; in the campaign this can be any two weapons. Unlike previous games, the game's single-player mode begins each mission with a multiplayer-like loadout screen where the player can choose the two weapons they will be equipped with and customize them, with new weapons and accessories unlocking as the game progresses. Special weapon crates are placed through the maps which contain copies of their chosen weapons, to ensure they do not run out of ammunition using a weapon that would not normally spawn in that mission.

The game features an accessory system for customizing weapons as before; in single-player, most weapons which allow accessories can have up to three. Weapons are divided into "past" weapons for the Cold War setting, and "future" weapons for the 2025 setting, each with their own accessories. One possible "accessory" for a weapon is select-fire, allowing a semi-auto or burst-only weapon to toggle into full-auto, or vice-versa.

Pistols

"B23R"

A fictional automatic handgun called the "B23R" is available in the future levels. It appears to be intended as a "futurised" version of the Beretta 93R seen in previous Call of Duty games, but most of the weapon's actual design cues come from custom M1911 pistols, such as the Strayer Voigt Infinity.

Strayer Voigt Infinity 1911 - .45 ACP
Section reloads his "B23R" as he commences his assault on a disused set from Crysis.

Beretta 92SB

Soldiers can sometimes be seen with holstered Beretta 92SB handguns in the future levels, particularly Salazar. This is odd, since the weapon is not available in gameplay and nobody ever uses one.

Beretta Model 92SB - 9x19mm

FN FNP-45 Tactical

Called the "Tac-45," the FN FNP-45 Tactical has a black slide and flat dark earth frame when no camo is applied, and can be selected as a sidearm. It has a 10-round capacity by default, but gains the proper 15-round capacity when "Extended Clip" is chosen.

FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP
Aided and abetted by his robotic pygmy elephant, Section advances down a flooded street in Pakistan, armed with an FNP-45 Tactical.
Much wading later he finds himself near the end of his journey, and celebrates by reloading. This FNP-45 Tactical has a laser pointer, reflex sight and a "long barrel," which uses futuristic technology to be completely invisible. ".45 AUTO" and "FNP-45 Tactical" can be made out on the slide.

Taurus Raging Judge

A Taurus Raging Judge is Menendez's signature weapon during the game's campaign, and is called the "Executioner." Judging by the cylinder it appears to be the cancelled 28-gauge version. It exclusively fires shotgun shells, and can be unlocked for the campaign by completing 5 challenges in "Celerium." The reload animation is extremely bizarre; the player character ejects the entire contents of the cylinder, but only inserts as many rounds as would be needed to replace those actually fired. The reloading animation is a loop showing the cartridges being placed into the same chamber of an empty cylinder, which magically becomes completely full when it is snapped closed.

Taurus Raging Judge XXVIII - 28 gauge. This was a prototype for the Raging Judge chambered in 28 gauge shotshells unveiled in 2011. It never entered production due to legal issues with it being both a smoothbore pistol and having a caliber greater than half and inch, both of which are prohibited under the US National Firearms Act.
During a brief sequence from Menendez's perspective, the villain holds his Raging Judge on a hostage.

TDI Kard

A fully automatic handgun based on the TDI Kard called the KAP-40 is available in the future levels. It's very common and appears to be a standard handgun for the United States military in 2025.

TDI Kard - .45 ACP
Section reloads a suppressed TDI Kard with a laser pointer and reflex sight.

Colt M1911A1

A nickel plated M1911A1 is briefly seen in the holster of a solider in the reveal trailer. A pistol with the standard finish is available from the start of the game for campaign missions and is once more the starting weapon for Zombies.

Nickel plated M1911A1 pistol with brown grips - .45 ACP, as seen in singleplayer.
Standard Colt M1911A1 - .45 ACP, as seen in zombies mode.

FN Five-seveN

The FN Five-seveN is a returning weapon from Modern Warfare 3. While it is still held with one hand, it now has its correct 20-round capacity. It comes standard with bright tritium three-dot sights.

FN Five-seveN USG (US Government) model - 5.7x28mm
Section reloads his Five-seveN. While the modeled rounds in the magazine are a plus, the topmost one seems held in place more by faith than any aspect of the magazine's design.

Colt Python

The Python returns from Black Ops in Zombies mode, and is seen in Jonas Savimbi's holster in "Pyrrhic Victory."

Colt Python - .357 Magnum.

Browning Hi-Power

The Browning Hi-Power is first available in the first mission of the game, Pyrrhic Victory, used by the MPLA.

Classic Browning Hi-Power (Belgian Manufacture)- 9x19mm.

Makarov PM

The Makarov returns from Black Ops and is available in the mission "Old Wounds".

Submachine guns

CZ SCORPION EVO 3

The CZ SCORPION EVO 3 is available in the 2025 missions. It has the highest rate of fire of any submachine gun in the game.

CZ SCORPION EVO 3 - 9x19mm

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 is available in the single-player campaign and in Zombies mode.

Heckler & Koch MP5A3 with "tropical" (wide) forearm and stock extended - 9x19mm

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 returns from Modern Warfare 3, used by the Yemeni Army in "Achilles' Veil." Unlike its last appearance, its foregrip is folded by default; the Foregrip attachment unfolds it.

Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm

IMI Uzi

The Uzi is used by the Cartel and the PDF troops in Nicaragua in "Time And Fate."

IMI Uzi with buttstock collapsed - 9x19mm

Jian She Type-05

The Jian She Type-05 appearing as the "Chicom CQB". It will be the only Sub-Machine Gun capable of firing in three-round burst mode.

Jian She Type-05 - 9x19mm

MSMC

The Modern Sub Machine Carbine is available, commonly used by Cordis Die mercenaries.

Modern Sub Machine Carbine - 5.56×30mm MINSAS

"PDW-57"

This fictional submachine gun bears a strong resemblance to the FN P90 TR, and is probably intended to represent a "futurised" version of it. It uses a very similar polycarbonate box magazine, but rather than being inserted from the top of the weapon it pivots at the front and swings out the the left-hand side.

FN P90 TR - 5.7x28mm
P90 magazine, showing the spiral feed ramp.
Section reloads his PDW-57. Note the bases of rounds in the polycarbonate magazine are shown on both sides, indicating some magical double-sided multi-round feed ramp is in use.

TDI Vector

The "Vector K10" in the game is actually a standard TDI Vector; while the name implies it is a KRISS K10, it does not have the detachable magazine well or diagonal reversible charging handle of the K10 model. It has a black finish as opposed to the tan finish from MW2.

TDI Vector SMG - .45 ACP
KRISS K10 - .45 ACP / 9x19mm Para / .40 S&W. Note differences in the magazine well, flat-sided upper and lack of pins.
Section holds a TDI Vector equipped with a reflex sight as he makes his way through the important Wooden Crate Storage Area of the USS Obama.
Reloading the Vector; ".45 ACP" can be seen just under the ammo counter, while at the muzzle is the trademark of totally-not-made-up gun company "Buster Arms."

Shotguns

Beretta Model 682 Shotgun

The Beretta 682 returns from the first Black Ops in the zombies mode, once again named after the Rottweil Olympia Over/Under 72 shotgun.

Beretta Model 682 Gold E - 12 gauge

Kel-Tec KSG

The Kel-Tec KSG is seen in the hands of LAPD officers in "Cordis Die" and is found in the armoury of the USS Obama. Unlike in Modern Warfare 3, shells are inserted into both magazine tubes during the reload, but there is still no animation for switching the tube selector and so the weapon would only really be able to fire seven rounds from one tube.

Kel-Tec KSG with Magpul RVG foregrip - 12 gauge
Section holds a KSG equipped with a suppressor (!) as he makes his way aboard a massive floating city called Colossus.
Reloading the KSG; now done two at a time, so only half of the weapon's operation is impossible!

M1216

The SRM Arms Model 1216 is seen incorrectly as a fully automatic shotgun. The weapon is unique in that the magazine is a tube containing four stacks of shotgun shells, and the tube must be manually rotated after one stack is emptied..

SRM Arms Model 1216 - 12 Gauge

Remington 870 MCS

The Remington 870 MCS with a saddler shell holder, a different rear sight, and a sling warped around it like the Stakeout from the first game is available. Named the "R-870 MCS" in game.

Remington 870 MCS - 12 Gauge

Saiga 12S

The Saiga 12S is available from the beginning for 2025 missions. Modeled with a left-handed ejection port/bolt handle.

Saiga-12S - 12 Gauge

SPAS-12

The SPAS-12 is returning from the first Black Ops, incorrectly used by the Panamanian Defense Force during the raid in "Time And Fate". Manuel Noriega and Raul Menendez both use it in the 1980s missions. Unlike the previous game, the stock has been removed in the first person view,in the third person it has a folded stock though the version used by Menendez at the end of the Cold War mission arc has a full, unfolded stock.

Franchi SPAS-12 combat shotgun with stock removed – 12 Gauge

Assault Rifles

AK Variant

Starting from the beginning of the game, an AK is available. The proportions of the AK's magazine and lack of flash hider seem to imply it's a same WASR-2 inspired conglomerate as is the one in the first game

WASR-2 5.45x39mm

AN-94

The AN-94 assault rifle is used by PMC troops and Menendez's forces, Russia seemingly having decided to export the high-tech assault rifle by 2025. The weapon features a correct recoiling barrel and fast burst mode, and features a rail-top receiver with raised iron sights, though it still retains the original, now-useless rear sight.

AN-94 - 5.45x39mm
Section holds a camouflaged AN-94 as he makes his way towards the enemy base in the jungle, grumbling about the weather.
Reloading the AN-94 shows that effort has been made to model three-dimensional bullets in the magazine, though they appear to be 5.56x45 NATO rounds rather than 5.45x39 WP that the AN-94 actually uses.

DSA SA58 Para Tactical Carbine

The DSA SA58 Para Tactical Carbine is available as the "FAL OSW" for the 2025 missions.

DSA SA58 Para Tactical Carbine with EOTech red dot sight - 7.62x51mm NATO

FN FAL "G Series"

A G Series FN FAL returns from the first Black Ops, this time as a fully-automatic battle rifle. Unlocked immediately in single-player for your first 80s mission, and can be selected for the 2025 missions.

FN FAL "G Series" - 7.62x51mm NATO
File:FNFALBOII.jpg
The FN FAL "G Series" seen at E3.
File:CODBO2FALGSeries.jpg
The FN FAL "G Series" seen in the hands of Jonas Savimbi.
File:Blackops2FAL.jpg
Hudson about to drop his FAL.

FN SCAR-L

The SCAR-L with drum magazine is one of the game's light machine guns. It is incorrectly listed as the "HAMR", which was a light machine gun version of the rifle.

Third Generation FN SCAR-L - 5.56x45mm NATO
FN HAMR IAR - 5.56x45mm NATO

FN SCAR-H

An FN SCAR-H is available for the 2025 missions and appears to be one of the standard rifles on the United States military. The body of the weapon is somewhat too thin and not bulky enough for a SCAR-H. It holds 30 rounds in its 20-round magazine, or 40 if the invisible "Extended Clip" is chosen.

File:2fff2537c0.jpg
Third Generation FN SCAR-H CQC - 7.62x51mm NATO
File:CODBO2SCARH.jpg
The player holding a SCAR-H.
File:BO2SCARL.jpg
Harper's SCAR primed and ready.

Heckler & Koch HK416

The HK416 is incorrectly listed as the "M27", which is the designation for the automatic rifle version used by the USMC.

Heckler & Koch HK416 5.56x45mm with Heckler & Koch AG-C / GLM grenade launcher 40mm
Heckler & Koch M27 IAR - 5.56x45mm NATO
Reloading the HK416 shows the fire selector pointed to...Auto? What sorcery is this?

Heckler & Koch XM8

Multiple soldiers in the reveal are seen wielding weapons which appear to be Heckler & Koch XM8s with short handguards and thick carrying handles seemingly based on one used by the M41A Pulse Rifle in Aliens. They use a railed carrying handle and have a railed handguard with rail covers rather than the PCAP accessory system used by the US version. In real life this configuration is used on Malaysian XM8s, though given the series' common use of airsoft weapons as references it is far more likely this was based on a rail-equipped airsoft gun (or potentially a decision made by the future US military). It has a 32 round capacity, either incorrectly or through some kind of future standard magazine. It is referred to in-game as the "M8A1", suggesting between 2005 and 2025 the rifle became standard issue for the United States military.

Older version of Heckler & Koch XM8 - 5.56x45mm
File:Blackops2 XM8.jpg
A soldier wielding the XM8.
File:Blackops2 XM82.jpg
Harper running with his XM8. Note the older open-front "duckbill" flash hider rather than the "birdcage" of late-production XM8s.
File:Blackops2 rifle.jpg
Harper firing the XM8. Note the ejection port appears to be underneath the carrying handle.

IMI Galil ARM

A slightly modified version of the IMI Galil ARM model from the original Call of Duty: Black Ops is available in the past levels; it no longer has a carry handle, though it still has the attachment point for one.

IMI Galil ARM - 5.56x45mm
Out and about in Afghanistan, Alex Mason holds a Galil as he examines a colt.

IWI X95 Flattop

The IWI X95 Flattop, an improved variant of the MTAR-21, appears in the game as the "MTAR".

IWI X95 Flattop with various accessories - 5.56x45mm
Making his way through a flooded slum in Pakistan, Section reloads his MTAR-21, equipped with a foregrip, Leupold HAMR dual optic and laser pointer.

"SMR"

A fictional bullpup battle rifle called the "SMR," resembling the Tula Saritch 308, is a common weapon among enemy soldiers in the future levels.

Saritch 308 - 7.62x51mm NATO
Section reloads an SMR equipped with a reflex optic. Note the small EOTech logo on the side of the sight; this optic is now actually called "EOTech sight" by the game rather than using the generic "holo sight" label.

SIG SG556

A SIG SG 556 is available late in the singleplayer campaign. While early footage showed it called "SIG556," in the final game it is instead called the "SWAT556." It fires in three-round bursts and fully automatic if the Select Fire attachment is equipped.

SIG SG 556 with green furniture - 5.56x45mm.

"Type 25"

A fictional rifle based on the QBZ-95 (which evidenced by the form of the magazine) with a slightly modified exterior.

Norinco QBZ-95 - 5.8x42mm

Colt USAF M16 (Colt Model 604)

The original M16 returns from the first game and is first available starting with the final 1980s level, "Suffer With Me."

Colt Model 604 (USAF M16) - 5.56x45mm.
Woods holds an M16 equipped with an M203 grenade launcher as he is buzzed by a pair of F4 Phantoms which have forgotten to turn their engines on. As ever, the M16's iron sights have abandoned it due to mounting an optic.

Colt M4A1 Carbine

An M4A1 is seen in a reveal poster, but is not available in the game itself.

Colt M4A1 Carbine with Aimpoint M68 red dot sight and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm
File:M4A1 BLOPS II.jpg
A soldier holding an M4A1 fitted with a vertical foregrip and an ACOG scope in a piece of promotional art.

M14 Rifle

The M14 Rifle is set to reappear from the previous games in zombies mode, but this time with a black finish instead of wooden furniture. Once again, the in-game model has a pistol grip and bipod like the M14E2 Light Machine Gun.

M14 rifle - 7.62x51mm NATO.
M14E2 Light Machine Gun - 7.62x51mm NATO.

AKS-74U

The AKS-74U is set to reappear from the previous games in zombies mode, still referred to as the "AK-74u" and incorrectly classified as a submachine gun. For the first time in the entire Call of Duty series, however, the magazine has a 5.45mm curvature instead of a 7.62mm one.

AKS-74U - 5.45x39mm.

Sniper Rifle

FN Ballista

The FNH Ballista is a bolt-action sniper rifle that is available without a scope attachment.

FN Ballista - .338 Lapua Magnum
File:CODBO2FNBallistaScoped.jpg
The FN Ballista with a scope.

SVU-AS Dragunov

The SVU-AS Dragunov with a finish similar to the SVU is available as a 2025 sniper rifle.

SVU-AS Dragunov sniper rifle with bipod - 7.62x54mm R
File:CODBO2SVUAS.jpg
Idling with the SVU-AS
File:CODBO2SVUASReload.jpg
Reloading the SVU-AS

DSR-50

The DSR-50 is used by enemies during the first future level, though it is not actually unlocked in the loadout menu until the last one.

DSR-50 - .50 BMG
Section holds a DSR-50 during the final level as he celebrates someone having the catastrophically bad idea of handing an orbital weapon to the first guy who picks up the controls.
Later, finding he can't use his satellite indoors, he reloads his DSR-50. This one is fitted with a "dual band" sight fitted to the standard scope, a ballistic computer and variable zoom (the oversized elevation turret with a large "V" on it represents this). Note the "DSR Precision" marking on the side of the weapon.

"XPR-50"

A semi-automatic sniper rifle likely chambered in .50 BMG. It bears a resemblance to the bolt-action .338 Barrett Model 98 Bravo, although it behaves more like the prototype version of the M98 due to its semi-automatic nature.

File:0129481.jpg
Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum
Barrett M98 Prototype Rifle - .338 Lapua Magnum

"Storm PSR"

The "Storm PSR" is a fictional three-barreled sniper rifle based on Metal Storm technology, with the ability to queue and fire multiple rounds at a time to penetrate surfaces. This is actually a suggested capability of the Metal Storm system since it is able to make multiple rounds hit the same point, but no weapon design like the PSR currently exists and the weapon is a work of fiction.

Section holds a "Storm PSR" during the attack on downtown Los Angeles. Note the text on the receiver is "Metalstorm Multishot Rifle," meaning the "P" in "PSR" is apparently short for "M."
Scope of the Storm PSR; the bar to the right is the charge indicator, and the indicator immediately to the left shows the number of queued rounds and the penetration distance, up to eight metres.
After the campaign has been completed once, the loadout screen unlocks completely, allowing future weapons to be used in the past. Here Mason reloads the Storm PSR which he presumably got from the same place he got a WA2000 in the previous game. Note the three sets of ten stacked rounds in the en-bloc clip.

Machine Guns

Mk 48 Mod 1

The Mk 48 Mod 1 is available in the 2025 levels as a light machine gun.

FN Mk 48 Mod 1 - 7.62x51mm NATO
File:Black ops2 SAW.jpg
A soldier aiming his Mk 48 Mod 1.
File:Blackops2 M249 2.jpg
A soldier aiming his Mk 48 Mod 1 while standing.

Norinco QBB-95

A Norinco QBB-95 is available as the "QBB LSW". It has been modified with bulkier furniture, and the trigger guard of the QBZ-95.

QBB-95 - 5.8x42mm
File:CODBO2QBBLSW.jpg
The QBB-95 in the multiplayer demo.

LSAT Light Machine Gun

The LSAT Light Machine Gun is occasionally seen in the hands of US soldiers, most commonly during the new "Strike Force" missions. It appears with a digital ammunition counter much like the pulse rifle from Aliens, which is of great use while playing Hardcore multiplayer matches where the HUD is removed.

AAI Corporation LSAT Light Machine Gun with bipod and front and rear sights removed - 5.56x45mm Caseless
During a Strike Force mission, the target "high value individual" reloads her LSAT light machine gun. Note that this gun was apparently made by "Hobotronics Inc."

M60E3 Machine Gun

The M60E3 is available for the 1980s missions.

M60E3 machine gun - 7.62x51mm NATO

RPD light machine gun

The RPD is available from the beginning of the game. It is commonly seen in the 1980s levels as a mounted gun.

RPD Light Machine Gun - 7.62x39mm

Launchers

FIM-92A Stinger

The FIM-92A Stinger can be unlocked on the loadout screen and is available during the mission in Afghanistan. It is very inaccurately portrayed as a dual-mode anti-tank / anti-aircraft missile launcher, with an RPG-7 iron sight placed on the folding sight. In anti-tank mode the round can be manually detonated by pressing fire again, while in anti-air mode the weapon will not fire without a lock on. When picked up, it generously comes with about 20 reloads and is meant to be used as a main weapon throughout "Old Wounds."

File:-0976t.jpg
FIM-92A Stinger - 70mm
Alex Mason holds his mutant Stinger as he ponders why anyone would do such a cruel and silly thing to an innocent missile launcher.
With the real sight folded down, this RPG-7 sight is used instead, allowing the missile to be fired directly.
Seemingly nobody has told the Stinger it is supposed to be a flimsy metal tube, since it is quite capable of destroying Soviet tanks with a single shot.
Common sense finally prevails as Mason folds the real sight up; this switches the weapon to lock-on mode.

"FHJ-18 AA" Launcher

A fictional anti-air launcher similar in appearance to a FIM-92A Stinger is available for the 2025 missions.

Hawk MM1 grenade launcher

The Hawk MM1 grenade launcher is never found during the campaign, but is used by Jonas Savimbi during the first mission as he rides on an armored truck, and can be unlocked on the loadout screen by completing challenges.

MM1 grenade launcher - 40mm
Savimbi brandishes his Hawk MM1 dramatically as he rides into battle.

MGL Mk 1S

The MGL Mk 1S is available as the new "War Machine" killstreak in multiplayer and is unlocked for single player by completing challenges..

Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
File:CODBO2MikorMGL.jpg
The Milkor MGL Mk 1S at Gamescon.
File:CODBO2MilkorSight.jpg
The sight of the Milkor MGL Mk 1S.

Mk 153 Mod 0 SMAW

The Mk 153 Mod 0 SMAW from MW3 is returning and even has the same model.

Mk 153 Mod 0 SMAW - 83mm
File:CODBO2SMAW.jpg
The Mk 153 Mod 0 SMAW.

RPG 7

The RPG-7 is seen in both the past and future levels, both times simply called the "RPG;" the past version is a standard launcher, while in the future it is a "futurised" version more closely resembling the Airtronic RPG-7 and fitted with a futuristic warhead. Both versions use the same pickup icon, which is a standard RPG-7.

RPG-7 - 40mm
Airtronic RPG-7 - 40mm
One-off character Farid holds the future version of the RPG-7.

Explosives

"Bouncing Betty"

The same fictional "Bouncing Betty" land mine from past COD games is available, now as a disc-shaped mine that floats to head height before detonating.

File:CODBO2CACGrenades.jpg
The Bouncing Betty in the bottom right corner.

C4

C4 is available in multiplayer.

File:CODBO2CACGrenades.jpg
The C4 under the Semtex.

Fictional Grenade

The future hand grenade is a cross between a M67 hand grenade and the Mk 2 hand grenade. Strangely, this is the model used for all grenade pickups, even those in the past levels.

M67 hand grenade
Mk 2 "Pineapple" High-Explosive Fragmentation hand grenade
File:CODBO2CACGrenades.jpg
The Grenade in the top left corner.

M18A1 Claymore

The M18A1 Claymore returns with a new paint job.

M18A1 Claymore anti-personnel mine
File:CODBO2CACGrenades.jpg
The Claymore in the bottom left corner.

Mounted Weapons

Browning M2HB

Browning M2HBs can be seen mounted on technicals at various points during the campaign; strangely, these are the model from Modern Warfare 2 which has no belt or ammo box, and not the more detailed version seen in Modern Warfare 3.

Browning M2HB on vehicle mount - .50 BMG
While on his way to Menendez's mansion, Mason deals with an enemy technical, and stops to admire his prize.
Using video game logic, he correctly determines that if a weapon isn't loaded to begin with it can't run out of ammo, and is soon merrily blasting away using his invisible thumbs to operate the trigger.

DShK

DShK heavy machine guns can be seen mounted on Russian-made vehicles during the past levels, including Savimbi's vehicles and a series of militia patrol boats.

DShKM on tripod - 12.7x108mm
Mason mans a DshK as a series of Russian-made patrol boats attack his barge. Notice the apparent blanks.

General Dynamics GAU-19/A

A General Dynamics GAU-19/A is available as the new "Death Machine" killstreak as a handheld Gatling gun, and can be used in the campaign by completing challenges. It is also used as the remote turret gun.

General Dynamics GAU-19/A - .50 BMG
File:CODBO2GAU19ADeathMachine.jpg
The GAU-19/A as the "Death Machine" killstreak.

GE M134 Minigun

The same handheld M134 Minigun from the previous game returns as an unlockable for the campaign.

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

Gryazev-Shipunov GSh-30-2

Same conglomerate of Mi-35M and Mi-24P seen in the Modern Warfare 3 appears again, this time menacing our horse riding protagonists, armed with a twin GSh-30-2 mounted on the fuselage and chin mounted Yak-B gatling gun.

Gryazev-Shipunov GSh-30-2 automatic cannon with unfired rounds - 30x165mm
File:BlOps2 AK+Mi-24hybrid.jpg
As imposing as a gunship with two forward gunner armaments is, what the protagonists are really forgetting is the nasty result of horse riding without a helmet at these speeds.

Metal Storm Redback RWS

The fictional "Assault Sentry Drone" tracked UCVs mount a Metal Storm Redback RWS four-barrel repeating grenade launcher in a module on their left-hand side.

Metal Storm Redback RWS - 40mm
File:Blops2-RWS-1.jpg
Two Assault Sentry Drones advance, armed with Redback RWS units.

Yakushev-Borzov Yak-B

Same conglomerate of Mi-35M and Mi-24P seen in the Modern Warfare 3 appears again, this time menacing our horse riding protagonists, armed with a twin GSh-30-2 mounted on the fuselage and chin mounted Yak-B gatling gun.

Yakushev-Borzov Yak-B
File:BlOps2 AK+Mi-24hybrid.jpg
Mil Mi-24 hybrid with both GSh-30-2 and Yak-B gatling guns for forward armaments. Somebody really needs to stop referencing Hind Airfix models apparently pieced together by kids with indecisive instructions

Other

"Titus 6"

A fictional weapon which resists conventional classification, the Titus-6 is a combination weapon combining a three-round burst explosive flechette launcher and a fully automatic shotgun. Visually the upper barrel and stock appear to be loosely based on a Steyr AUG A3, with an underbarrel shotgun very slightly resembling an M26 MASS with the magazine slanted backwards.

Steyr AUG A3 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm
Section holds a "Titus-6" as he looks over a grounded drone helicopter. The scope is unfolded, indicating the weapon is in flechette mode.
Reloading the Titus-6's flechette barrel. The tiny drum holds just three rounds and the weapon fires a three-round burst, meaning it must be reloaded every time it is fired. This is a slight clue that this is not a practical weapon system.
Switching to the shotgun barrel changes the weapon's displayed name to "Titus-6 Buckshot," folds down the reflex optic for no apparent reason, and prevents the use of the aim button.
Reoading the Titus' lower barrel.
Section looks at a Titus-6 on the ground; note the AUG-like upper body and stock.

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