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Difference between revisions of "Call of Duty: Modern Warfare (2019)"

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==Izhmash PP-19 Bizon-2==
 
==Izhmash PP-19 Bizon-2==
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in the game with a 64-round helical magazine by default. It can use a fictional 84 round magazine. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.
+
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in the game with a 64-round helical magazine by default. It can use a fictional 84 round magazine.
 
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]
 
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]
 
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]
 
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]
 
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]
 
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]
 
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector.]]
 
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector.]]
[[File:MW PP-19 (4).jpg|thumb|none|600px|Reloading the PP-19. On empty, the operator lets the empty magazine drop free.]]
+
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]
 
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]
 
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]
 
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]
 
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]

Revision as of 04:36, 4 December 2019

ITLOFFiringPistol.jpg

Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Call of Duty: Modern Warfare (2019) for current discussions. Content is subject to change.


Call of Duty: Modern Warfare
MW19-Cover.jpg
Official Box Art
Release Date: October 25, 2019
Developer: Infinity Ward
Publisher: Activision
Series: Call of Duty
Platforms: PC
PlayStation 4
Xbox One
Genre: First-Person Shooter


Call of Duty: Modern Warfare is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the Call of Duty series. Modern Warfare is a soft reboot of the original Modern Warfare trilogy (Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by Barry Sloane rather than Billy Murray), and similar classic Call of Duty gameplay, while telling a completely new story.


The following weapons appear in the video game Call of Duty: Modern Warfare:


Overview

Modern Warfare features a more extensive system of weapon customization than earlier Call of Duty games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to.

There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players could create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins.

Modern Warfare features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle.

Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.

For what are apparently legal reasons, many weapons and equipment featured in Modern Warfare have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the Heckler & Koch MP7A2 in-game is another good example of this as it also sports a differently shaped receiver and other components.

In some multiplayer modes and some singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.

There are a few flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.

Lastly, performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.

Handguns

Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous Call of Duty games (which generally feature dramatic slide racks instead).

Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 AE version in the alpha, but this was replaced in the beta with generic ".50 pistol" rounds. Its markings proclaim it to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.

The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.

Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE
The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.
Aiming down the Desert Eagle's iron sights.
Performing a non-empty reload with the magnum pistol.
Upon empty, the player character dramatically dumps out the magazine.
Releasing the slide after mashing in a new mag.
In case there weren't enough action movie tropes present, melee-ing the floor reveals an empty cigarette packet.
A player character holds a Desert Eagle Mark XIX fitted with a compensator.

"Royal Decree"

The Royal Decree variant can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves.

Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.

Glock 21

The Glock 21 appears in-game as the "X16". It has a tan frame, and the slide has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas".

Glock 21 (3rd Generation) - .45 ACP
The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the Smart Pistol from Titanfall, a game made by former Infinity Ward members.
Aiming down the three-dot style sights.
Performing a mag swap with the pistol.
Reloading the Glock from empty. Without Sleight of Hands, the operator releases the slide by quickly pulling it. With Sleight of Hands, they press the slide release instead. Similar animations also appear on the Desert Eagle and the P320.

Glock 18

The "Singuard Arms Featherweight" attachment turns the weapon into a Glock 18, indicated by the fire selector and the "9x19" markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.

Glock 18 (3rd Generation) - 9x19mm
Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.

Glock 34

Equipping the "Singuard Arms Advantage" or the "Vanguard Elite" attachment (the latter having "9x19" markings on the slide and a threaded barrel) turns the gun into a Glock 34. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.

Hadir Karim, Farah's brother, is seen using the "Vanguard Elite" version in the campaign level "Hunting Party".

Glock 34 (3rd Generation) - 9x19mm
Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.

"X16 - Urban Defiler"

The "Urban Defiler" blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an Arsenal Firearms Strike One.

Arsenal Firearms Strike One - 9x19mm Parabellum
A preview of the "Urban Defiler" without its included attachments.

Kimber Custom TLE/RL II

The Kimber Custom TLE/RL II is featured in-game as the "1911", and is fitted with traditional M1911A1 style grips. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission.

Kimber Custom TLE/RL II - .45 ACP
A Coalition operative wields the Kimber M1911 in the Shoot House map.
Sighting in the target with the .45.
Changing out seven-round magazines.
Thumbing the slide release on empty.
Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.
Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.

"1911 - Javelina"

The unique "Javelina" is a blueprint modification available to owners of the Operator edition that looks similar to an STI Tactical, but with an STI Costa Comp Carry style rectangular cutout on the slide.

STI Tactical - 9x19mm / .40 S&W / .45 ACP

SIG-Sauer P320 RX Compact

The SIG-Sauer P320 RX Compact, identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation "M19". It has an FDE finish, and the slide & frame are slightly longer than the real weapon, being intermediate between the compact and the full-size model. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "Mini Reflex" sight options, along with other attachments. It can also be modified with the slide of a full-size P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the compact-style frame.

The P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result.

SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm
SIG-Sauer P320 RX Full Size - 9x19mm
The "M19" in game.
Aiming the handgun.
About to reload the P320.
Powerstroking the slide from empty.
Officer Kyle Garrick firing a P320 at a terrorist in London.

".357"

The ".357" is a hybrid between the Colt Anaconda and the Smith & Wesson Model 581. The front sight and the cylinder release latch are from the Smith & Wesson while the barrel, trigger guard and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells.

By default, the "universal" revolver reloading technique is used (with the right hand); with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played.

In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. It is also the weapon of choice of General Barkov, who wields it during certain cutscenes.

The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be found in suppressed forms; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.

On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.

Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum
Smith & Wesson Model 581 - .357 Magnum
A .357 in multiplayer, wielded by Minotaur.
Aiming the revolver.
About to fire; note the hammer in full cock.
Opening up the cylinder to reload.
Mashing the ejector rod. Spent casings are ejected off screen so the issue of fired/unfired rounds is side-stepped.
Sliding in a fresh speedloader of ammo.
Melee-ing with the magnum, which shows its left side.
About to close the cylinder on a .357 with a long barrel and wood, Metro-like shoulder stock.
The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the trigger guard and pins from the Anaconda. The end of the muzzle is clearly based on the Anaconda, however, the front sight and the lack of ventilated-rib points to Model 581 influence.
The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.
But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.
The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.
Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.
Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.
Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in Call of Duty: Ghosts, the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.

"XRK .357"

The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the Smith & Wesson Model 327 Performance Center M&P R8. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.

Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum
The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard ".357".
File:CoDMW Silenced357 2.jpg
An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.

Submachine Guns

Brügger & Thomet APC9 PRO

A Brügger & Thomet APC9 Pro has been datamined in PC files. It is called "Vector".

B&T SMG APC9 PRO G - 9x19mm

FN P90 TR

The FN P90 TR is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.

FN P90 TR (Triple Rail) with optics removed - 5.7x28mm
The P90 TR in-game.
Aiming down the rail mounted irons.

FN P90

The "FFS ring sight" gives the weapon an integrated reflex sight, turning it into an original FN P90.

FN P90 - 5.7x28mm
The FN P90 with its original built-in reflex sight and a partially-depleted magazine.
View of the red dot.
Reloading.
Working the P90's action.
Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape.

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 appears simply as the "MP5". It is fitted with a top rail and an unusable Surefire 628 flashlight-equipped handguard, and has a Navy trigger group. The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. The "FFS Mini" barrel attachment gives it a barrel similar to (but longer than) that of an SP89.

Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the MP5A4. It doesn't change the weapon model, however, and also replaces the default full-auto option.

Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm
Heckler & Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm
Patrolling the Rammaza market with the MP5A3.
Aiming the SMG.
Actuating the MP5's fire selector.
Locking the bolt back on a tactical reload; this extra step is appropriate as loading a full magazine into a real MP5 can be difficult when the bolt is closed. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.
Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.
Knocking the bolt back into battery with the old magazine still in hand.
Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.
Followed by the obligatory HK-slap to close the bolt.
Smacking the ground with the MP5's collapsible stock.
An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.
A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.
About to reload an MP5 with a SEF trigger group and an MLOK-style handguard, found in "Proxy War."
Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the Gulag Showers.
Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.

Heckler & Koch MP5A2

The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an MP5A2.

Heckler & Koch MP5A2 with Navy trigger group - 9x19mm
An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.

Heckler & Koch MP5SD3

The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an MP5SD3.

Heckler & Koch MP5SD3 - 9x19mm Parabellum
The MP5SD3 with a collapsed stock, in Gunsmith.

Heckler & Koch MP5SD2

Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an MP5SD2.

Heckler & Koch MP5SD2 - 9x19mm Parabellum
A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.

Heckler & Koch MP5/10

The MP5 can be converted to fire 10mm Auto ammunition, turning it into an MP5/10, minus the bolt hold open assembly.

Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto
Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto
The H&K MP5/10 equipped with a red dot sight and collapsible stock.
The fixed stock MP5/10 in Gunsmith.

Heckler & Koch MP7A2

A black Heckler & Koch MP7A2 appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.

Heckler & Koch MP7A2 - 4.6x30mm
Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image.
A vanilla MP7A2 in the Gulag showers.
Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.
Flicking the fire selector lever.
Performing a reload with the MP7A2.
Inserting a magazine on the full reload.
The MP7's stock attack.
The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.

IMI Uzi

The full-sized IMI Uzi is featured in the game, and has an accurately slow rate of fire compared to its depictions in the Black Ops series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the Micro Uzi.

The default Uzi has a unique "first time drawing" animation where its collapsible stock is pulled out. When any attachments are equipped, the "first time drawing" animation changes to the empty reload's bolt pull animation instead.

Unlike previous games, the Uzi in Modern Warfare is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.

The "16.5" Factory Carbine" barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual Uzi Carbine.

IMI Uzi with buttstock extended - 9x19mm Parabellum
IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum
An operator wields the Uzi in-game and admires the patriotic garage doors.
Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.
Reloading the Uzi with a fistful of magazines.
Pulling the bolt back on an empty reload. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), expect that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is ommitted in the Sleight of Hand empty reoad. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.
Giving the brick wall a what-for with the Uzi's collapsible stock.
Right side of an IMI Uzi modified with a foregrip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.

Izhmash PP-19 Bizon-2

The PP-19 Bizon-2 is featured in the game with a 64-round helical magazine by default. It can use a fictional 84 round magazine.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.
Looking down the Bizon's iron sights.
Working the fire selector.
Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.
Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.
Rechambering the Bizon underhand style.
The operator attempts to break his SMG across a column.
A frontal view of a PP-19 equipped with s Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, unlike real life.
Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.

Steyr AUG A3 9mm XS

The Steyr AUG A3 9mm XS appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an AUG HBAR style barrel.

Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm
Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an IWI X95, although the original low profile butt can be equipped instead.
The AUG A3 9mm XS in-game.
ADS view.
Locking the bolt back on an empty reload.
Pushing in a new mag.
Palming the charging handle forward.
Racking the stock against some rocks.
Thumbing the bolt release with Sleight of Hand.
The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.

Steyr AUG A3

The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an AUG A3 assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant. In the campaign, the 5.56mm AUG is the signature weapon of supporting character Hadir.

Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO
Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.
Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm
An AUG A3 SF-style build in-game.
Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.
Reloading a 5.56 semi-waffled magazine.
Clacking some rocks with the AUG's stock.

Shotguns

Browning Citori 725

A Browning Citori 725 over and under shotgun with some alterations appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro, though the barrels lack the extended chokes seen on this version. The ribs are low like the like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.

A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.

Browning Citori 725 Pro Sporting - 12 gauge
Browning Citori 725 Pro Trap - 12 gauge
The Browning Citori 725 in-game.
Aiming the shotgun.
Reloading the top barrel after firing a single shot.
Ejecting both shells, which appear to have been melded together.
The melee animation of the 725.
A player character wields a Citori 725 outfitted with a "Brownlee 32mm" magnified scope and a "Chronen Ergo Precision" adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.
A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.

Fostech Origin-12

The Fostech Origin-12 is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.

Fostech Origin-12 with 9.75" barrel - 12 gauge
The Fostech in-game as the user shows off his ridiculously thick forearm.
Aiming down the tacticool iron sights.
Somehow the operator manages to wield both magazines during a reload.
The shotgun is tilted over to show the bolt being released from empty, much like in Rainbow Six: Siege.
And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.
Fostech Origin-12 with 18.5" barrel - 12 gauge
Right side of the Origin-12 with the 18.5" barrel.

Fostech Origin-12 SBV

The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.

Fostech Origin-12 SBV - 12 gauge
Reloading a drum magazine into an Origin-12 SBV.
Getting a look at the arm brace with the melee attack.

Knight's Armament Masterkey

The Knight's Armament Masterkey is an available underbarrel attachment for several assault rifles. It is referred to as the "12 Gauge Deputy" and is depicted as semi-automatic; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying. It initially spawns with an accurate four rounds; resupplying automatically refills the magazine tube.

Knight's Armament Masterkey - 12 gauge
A view of the "12 Gauge Deputy" mounted on an M16-lookalike.
The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.
"Aiming" the device.

Remington 870 MCS

The Remington 870 MCS appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since Call of Duty 3 to correctly depict this procedure.

A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).

Remington 870 MCS Entry - 12 gauge
The 870 MCS Entry in-game.
Aiming the shotgun.
Pumping after firing a shot; the spent shell can be just barely seen to the right.
Reloading the Remington.
Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.
The MCS style stock inspects the photogrammetry-rendered earth.
A shorty 870 on the Shoot House level.
Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.

Standard Manufacturing DP-12

The Standard Manufacturing DP-12 is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar shotguns from previous Call of Duty games.

Standard Manufacturing DP-12 (FDE) - 12 gauge
When initially acquired, the user gives the DP-12 a dramatic pump.
The DP-12 in idle.
Looking through the MBUS PRO Steel Sights.
Cycling the shotgun after letting out two buckshot blasts.
Reloading; shells are quickly loaded into the right and left tubes like the UTAS UTS-15 in Battlefield 4.
One of the shotgun's melee animations.

Rifles & Carbines

AK-47

The AK-47 appears with a proper milled dust cover for the first time in the series.

Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the "skeleton stock", an AKS-74 folding stock, "field LMG stock", a PKM-style stock, and "no stock", which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0" RPK barrel”, a self-explanatory RPK-style barrel and bipod, and the “23" Romanian” barrel, which is identical to the former but with the addition of a PM md. 63 style foregrip.

Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where the Russian armed forces have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below.

AK-47 - 7.62x39mm
The AK-47 on the Aniyah Palace level.
Aiming the Kalashnikov.
Working the AK's selector.
Performing a tactical reload.
And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.
Pulling the charging handle while in ADS to show a little bit more of the animation.
Rapping on a wall with the wood stock.
Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.
An RPK-like build with the bipod deployed, in Gunsmith.
The AK with the "23" Romanian" barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian 7.62x39mm magazine.
The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.

AK-74

The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an AK-74 (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly.

In multiplayer (and in some other instances of the campaign), the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an "AKS-74u" in the multiplayer HUD, even if it weren't modified to Krinkov length as mentioned below. This was changed in the final game, with the name remaining "AK-47".

There is a version used by Russian Army soldiers in the campaign, incorrectly called an "AK-12" (although it does have the AK-12's proper pistol grip). It has the AK-74's 5.45x39mm magazine, stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel components. It is equipped with a railed handguard based on Midwest Industries AK Gen 2 M-Lok and a lightweight stock inspired by Fortis LA stock, both of which are available to the AK-47 in multiplayer via the "Spetsnaz Elite" barrel attachment and the "FORGE TAC Ultralight" stock, respectively. It can be found equipped with various attachments including optics, a GP-25 grenade launcher, and/or a 75-round 7.62x39mm drum magazines (the latter giving it a resemblance to the AKM mentioned below).

AK-74 - 5.45x39mm
File:AK-12 final.jpg
An actual AK-12, for comparison - 5.45x39mm
Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War."
Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-Lok is made under license in Belarus, also note that it lacks two pins in comparison to the real thing.
An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. The icon also shows it with a 7.62mm magazine and a milled receiver.

AKM

In the campaign, the AK-47 can be found with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German MPi-KMS-72 style folding stock that is not seen anywhere else in-game.

Those components are not always found combined together; there are some AK-47s in the campaign modified only with a stamped receiver and ribbed cover, while others only have an AK-74 style gas block, gas tube, front sight and muzzle.

In multiplayer, the "Steel Curtain" blueprint modification of the AK-47 is similar to the aforementioned "AK-12" configuration. It has the same receiver and pistol grip, and is fitted with the same railed handguard, along with an "FFS Close Quarters" stock attachment. The later two can be removed to give the AK its original stock and handguard.

AKM - 7.62x39mm
A close up of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , volk), corresponding to their wolf head logo.
The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.
This AK found in the campaign is the exact opposite, having an older milled receiver combined with a 74-style barrel assembly.
Reloading another example with a drum magazine.
East German MPi-AKS-74N - 5.45x39mm, as a comparison for Farah Karim's weapon.
Farah with her rifle, which has a scope mount even though no optics are used.
The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.

Arsenal SAM7K

In multiplayer, the “8.1" compact barrel” gives the AK-47 a compact carbine barrel (complete with an AKS-74U muzzle device) and handguard. The result of this modification resembles a Bulgarian Arsenal SAM7K with wood furniture, though it retains the standard AK-47 leaf sight and smooth receiver cover as opposed to receiving a SAM7K's flip-up rear sight and ribbed cover. The resemblance is more evident when the modification is paired with the "no stock" attachment pictured below, or with the AKS-74 style folding stock (which can be fitted on a real SAM7K).

Arsenal SAM7K - 7.62x39mm
A SAM7K-like AK build in Gunsmith.
The carbine in the multiplayer reveal trailer.

AKS-74U

The AK-74 in singleplayer can be found modified with an 8" barrel (complete a Krinkov muzzle device and handguard) and a side-folding stock. This turns it into an AKS-74U, except that it retains the original full-size AK rear sight. This setup is also found on the version referred to as "AK-12".

AKS-74U - 5.45x39mm
Reloading to get a good view of the receiver.
The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.

AKMSU

In the campaign, the 8" barrel modification of the "AK-12" can be found loaded with a 7.62x39mm drum magazine, turning it into an AKMSU, yet again with an original AK rear sight.

AKMSU - 7.62x39mm

ASh-12.7

The ASh-12.7 prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that is manufactured by VLK like the other Russian weapons.

ASh-12.7 prototype with flat top and suppressor - 12.7x55mm
ASh-12.7 prototype - 12.7x55mm
The ASh-12.7 on the Stack small map.
Aiming down the rather short-radius iron sights.
Tossing an empty mag aside on the empty reload.
Pulling the ASh's charging handle.
Stock attack of the weapon.
The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large suppressor.

FAMAS F1

The FAMAS F1 is featured in the game, and fires in three-round bursts by default, like in Modern Warfare 2. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". The Create-a-Class description incorrectly mentions it as a battle rifle.

It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a Remington ACR, despite the FAMAS not even being gas-operated.

The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.

FAMAS F1 - 5.56x45mm NATO
FAMAS with PGMP rail mount system - 5.56x45mm NATO
Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS
Initially-drawing the FAMAS results in a fast brass check.
The FAMAS in-game.
Aiming down a new set of rail-mounted irons.
Actuating the FAMAS's stock-mounted selector switch.
Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.
Charging the FAMAS F1.
Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.
A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, he fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.
A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.

FN FAL

The FN FAL is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment.

It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk.

FN FAL 50.00 - 7.62x51mm NATO
The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.
The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.
Aiming the rifle.
Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous Call of Duty games.
On empty, the user checks the empty chamber...
...swaps the magazine...
...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.

FN FAL Paratrooper

The “Factory 18" Aluminum Stock” attachment turns the gun into a FAL Paratrooper.

FN FAL 50.63 Paratrooper with 18" barrel - 7.62x51mm NATO
Left side of the FN FAL Paratrooper with folding stock as seen in the Gunsmith.

FN SCAR-H

The SCAR-H appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s" (referring to the civilian SCAR 17S), but this was later fixed. In an ironic reversal of the descriptions of the FAMAS and the "M4A1", the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "FN" moniker in its name, the markings identify the fictional manufacturer "Forge Tac Arms USA" as the weapon's maker instead.

The weapon is also seen in the "Poster" calling card in multiplayer.

Third Generation FN SCAR-H STD - 7.62x51mm NATO
Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design, the relocated pins, and the greatly elongated side rails.
Spawning in with the SCAR-H; the user does a chamber check.
The regular FN SCAR in-game.
Aiming; as in BOII, the top half of the rear sight is missing, though the front sight hood is now missing as well.
Using the SCAR's fire selector.
The tactical reload; like the FAL, the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).
* Note the "Forge Tac Arms USA" markings underneath the rear sight.
On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.
Thumbing the bolt release on empty.

FN SSR

Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an FN SSR, though it remains select-fire and lacks the three-pin barrel retaining blocks.

FN SSR (Sniper Support Rifle) - 7.62x51mm NATO
The left side of an FN SSR build in Gunsmith.
An FN SSR-lookalike in-game.
Dry-reloading the accurized SCAR.

FN SCAR-SC

The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.

FN SCAR-SC - 5.56x45mm NATO
Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.
A view of the stock right at the start of a reload.

Heckler & Koch G36

The Heckler & Koch G36 was added with the "Season One" content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the "Holger-26". As in Call of Duty: Modern Warfare 3, it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK 433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed.

Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO
Inventory preview of the fake MG36. Note the fictionalized... almost everything about the weapon, save for probably the pistol grip and fire control group. Also conspicuously absent is a magazine release paddle, as the in-game weapon repurposes the rear locator pin of the magazine well for that function instead.
Idle pose of the "Holger-26". Note the chopped down front sight.
Iron sights.
Having vented his frustration and all of his ammo at the wall, the Spetsnaz operator swaps in a new X-Products/Beta C-Mag mutant 100-round drum. An out of place AR-15-esque magazine release sits in place of the G36's rear magwell pin, as seen here.
Reloading from empty necessitates the additional step of racking the charging handle.
With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually replacing it. The charging part remains unchanged.
A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.
Having wised up, he resorts to using the stock instead.

Heckler & Koch G36KA4

The "XRK Ultralight" barrel attachment turns the weapon into a G36KA4.

Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO
Inventory preview of the G36K with a flat Picatinny top...
...and with an integral optic, the latter of the two options. These are not the G36's ZF 3×4° dual scopes.
Idle pose.
Iron sights.
Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by a fictional opaque one. The magazine release visibly bends outwards during the process, and the one on this side isn't usually touched upon when reloading, suggesting that it's ambidextrous and there's a matching one on the other side of the gun.
Tugging the charging handle on an empty reload.
With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's somehow faster than the default tactical animation. This is one of a few occasions where the left-sided mag release is actually operated.

Heckler & Koch G36C

The “FTAC 8.98" Spitfire” attachment turns the gun into a G36C.

Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO

Heckler & Koch HK433

The Heckler & Koch HK433 appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Tempus Armaments", a fictional arms manufacturer, and "Kal. 5.56mm", which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, is marked with a different fictional arms manufacturer, Singuard Arms, and has English "Cal. 5.56mm" markings.

It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The "Union Black" blueprint gives the weapon a telescoping stock.

It anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the Colt Canada C8 CQB or the Heckler & Koch G36CSF would be more appropriate in SAS hands during that time). In a continuity error, Price's HK433 gains the telescoping stock of the "Union Black" blueprint in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the "Union Black" stock.

Heckler & Koch HK433 - 5.56x45mm NATO
An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.
Aiming down the 433's sights.
Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.
Pulling the HK's charging handle on a dry reload. With Sleight of Hand, the bolt release is used instead.
Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.

Karabiner 98k

The Karabiner 98k is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass.

Unlike the majority of previous games, non-empty reloads do not inaccurately load all five rounds; however they always load precisely three rounds (by partially pushing in a stripper clip) regardless of the number remaining in the magazine. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).

During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.

Karabiner 98k - 7.92x57mm Mauser
An Allegiance soldier patrols an old farm with his vintage Kar98k.
Looking through the rifle's iron sights.
Working the bolt after a shot. An ejected casing is present, but appears in a split second.
Removing a stripper clip with two rounds left on the partial reload.
Loading the K98k's magazine from empty.
The empty clip is knocked out by chambering the first round.
When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.
Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser
Holding a Karabiner 98k sniper rifle on the Grazna Raid level.
Scanning the skies for enemy aircraft.
Reloading the scoped K98k with individual rounds.
The stock attack of the Karabiner.

M14

The M14 appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FFS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in Call of Duty 4: Modern Warfare), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.

M14 rifle - 7.62x51mm NATO
An operator watches the helicopter that dropped him off fly away, M14 in-hand.
Aiming down the battle rifle's sights.
Reloading a 10-shot magazine.
Knocking an empty one free.
Pulling the bolt handle to rechamber the rifle.
The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.
M14 with Sage EBR chassis - 7.62x51mm NATO
A customized M14 in Gunsmith with the "FFS Raider Chassis Elite."
Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO
Another customization with the "FFS Raider Chassis Pro".
M1A with JAE-100 G3 stock - .308 Winchester
Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock.

Marlin Model 1895

The Marlin Model 1895 appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.

Marlin Model 1895SBL - .45-70
Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.
Aiming the repeater.
Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.
Loading the Marlin round-by-round.
Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.
SAS operator Charly wields a suppressed, scoped .45-70.
A look down the optic.
A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.
The Marlin as seen in one of the trailers.

Mk 18 Mod 1

The Mk 18 Mod 1 appears, inaccurately referred to as the longer-barreled "M4A1"; the handguard length matches that of the real Mk 18 Mod 1, and the barrel is slightly longer than it, but is still closer to it rather than an M4A1. It is equipped with a Daniel Defense Mk 18 railed handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG and an aftermarket charging handle latch. Like the FAMAS, it is incorrectly described as a battle rifle in the Create-a-Class menu.

It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an LMT M203 grenade launcher. It can also be converted to use .458 SOCOM ammunition. The "no stock" attachment replaces the collapsible stock with an AR pistol receiver extension.

The weapon gains an M4A1/M16A4's carrying handle with the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156).

Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO
Equipping the Mk 18 Mod 1. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.
The Mk 18 in idle.
Aiming down the KAC sights.
Working the AR fire selector switch.
Reloading the PMags. The magazine stop is properly animated.
The bolt release paddle also sticks out on empty. Detailed animations have come a long way since Call of Duty 4.
Chambering the Mk 18 with a forceful smack.
Meleeing with the carbine.

Mk 18 Mod 0

The “FFS 11.5" Commando” barrel attachment turns the weapon into a Mk 18 Mod 0, albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.

Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO
Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in Call of Duty 4.

M16A3

The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble an M16A3 (Colt Model 901). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock.

FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.
Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.
The M16/M203 combo setup in-game.
Smacking the forward assist on an M16A3/A4 lookalike.
The auto M16 on the Gun Runner level.
Reloading the Surefire MAG5-based 50-rounder magazine.
Thumping the ground with the M16 stock.
An M16A3 further mocked up as a Mk 12 Mod 1.
Scope view of the psuedo-SPR.

Colt 9mm SMG

The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5" Commando” attachment, this makes it resemble a Colt 9mm SMG, though the receiver remains unchanged from the base Mk 18 (except for the ejection port).

Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm
A foregrip-equipped 9mm SMG in idle - note the magwell insert.
Performing a tactical reload, a bit like the R0991 in Killing Floor 2.
Inserting a magazine on the empty reload.
Getting a look at the altered ejection port. Note how the Mk 18's forward assist and case deflector are still present.

"XRK M4"

The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with bolt release paddle nest from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.

It is equipped with magazines based on Magpul PMAG, a laser pointer inspired by AN/PEQ-15, and an angled foregrip based on Magpul AFG.

Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)
The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use.
A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the M4 or Noveske N4 style bolt release paddle nest.
Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign.
Getting a good view of the carbine.
Kyle finishes a reload for a close-up view.

SIG-Sauer MCX VIRTUS SBR

The SIG-Sauer MCX VIRTUS SBR appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.

The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. Additionally, the "Tempus Cyclone" barrel attachment gives it an integral suppressor looking similar to that of the SIG-Sauer SUR300, a permanently suppressed MCX upper receiver chambered in .300 BLK. The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches, which would turn it into an MCX VIRTUS Patrol; however, this isn't the case, as the in-game model is slightly shorter, and is closer to an MCX SBR's 14.5" barrel.

SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO
SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.
Like the HK433, the MCX is held with a C-clamp grip by default.
Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in Modern Warfare 2. Also note the fictional "SOLOZERO Optics" manufacturer.
Flicking the fire selector.
Reloading with two translucent magazines.
Tossing out an empty one.
Tabbing in the bolt release.
Melee animation of the SIG MCX; note the brass marks on the deflector.
SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a Zero Dark Thirty style raid.
The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.

Tavor TAR-21

A Tavor TAR-21 with some alterations was added with the "Season One" content pack, under the name "RAM-7".

IMI TAR-21 with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight (officially designated "TAR-21 Flat Top" by IMI) - 5.56x45mm NATO

Sniper Rifles

Accuracy International AX50

The Accuracy International AX50 is featured in the game.

Accuracy International AX50 - .50 BMG
File:MW AX50 (1).jpg
Getting a good look over the Euphrates Bridge level with the AI AX50.
Aiming with the scope.
Ejecting a spent .50 cartridge.
Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.
Putting a new one in.
Butt-stroking with the AX50.

"HDR"

The "HDR" is a fictional bolt-action sniper rifle, seemingly taking cues from some anti-materiel rifles such as the Victrix Corvus and the Zastava M12 Black Spear. It is fitted with the stock of an Armalite AR-50A1 with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer.

An altered version featuring a different handguard and a wooden stock is available for use in the campaign. It is revealed to have been custom-made by Hadir Karim, and is referred to as "Hadir's Sniper Rifle" in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.

A unique "Grassy Knoll" variant is available exclusively to owners of at least the Operator Edition of the game.

Armalite AR-50A1 - .50 BMG
Initially drawing the "HDR" - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.
The basic "HDR" in game.
View through the sniper scope.
Working the bolt after firing a shot.
Reloading the rifle's magazine.
Hitting the pavement with the weapon's stock.
Operator D-Day using an "HDR" in the multiplayer trailer.

SVD Dragunov

The SVD Dragunov appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.

The "skeleton stock" attachment gives it an SVDS-like stock, while the "VLK lightweight stock" gives it a stock very similar to the commercial "Tiger Carbine".

SVD Dragunov - 7.62x54mm R
The SVD in-game, on the "Euphrates Bridge" level.
View through the PSO-1 scope.
Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.
Releasing the bolt; it also appropriately locks back on empty now.
Stock attack of the SVD.
A short barreled Dragnov with the SVDS stock as seen in Gunsmith.
Commercial "Tiger Carbine" (aka "Dragunov Tiger") version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R. More recent Tiger versions have a completely smooth receiver cover.
The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.

Machine Guns

Dillon Aero M134 Minigun

A handheld Dillon Aero M134 Minigun appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.

A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.

Dillon Aero M134 with flash suppressor - 7.62x51mm NATO

Heckler & Koch MG5

The Heckler & Koch MG5 appears as the "M91". An interesting detail in the empty reload animation is that the player character swipes away a few unejected ammo belt links, and flips the feed tray briefly to check the chamber. In an empty Sleight of Hand reload, the player character flicks off the unejected links when putting on the new ammo belt, and doesn't check the chamber.

Heckler & Koch MG5, FDE version - 7.62x51mm NATO
Drawing the H&K MG5 with the aid of the carry handle.
Holding the MG5 on a hostile chicken farm.
ADS view of the MG5.
Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.
Flicking away a leftover belt link.
Inspecting the feed tray, a bit like the machine guns in Squad.
Reloading the belt box.
The player character threatens a chicken for trying to eat his camouflage.

L86A1

The L86A1 is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the L85 assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.

It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the AR-18.

L86A1 with SUSAT scope - 5.56x45mm NATO
An L86A1 in-game.
Aiming down the carry handle iron sights.
Toggling the fire selector.
Removing a magazine.
Inserting a new one, which is followed by a quick mag-slap.
Pulling the L86's charging handle.
Melee-ing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.

L85A1

The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an L85A1 assault rifle.

L85A1 - 5.56x45mm NATO
Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature Modern Warfare fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.

MG34

The MG34 appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the MG42-based MG3 or Zastava M53 would be more appropriate.

The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.

MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser
Holding the MG34.
Aiming.
Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.
The MG 34 in multiplayer.
Iron sights of the MG.
Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.
Latching in a new Gurtrommel 34 assault drum. Note how the character holds the machine gun by the receiver with his right hand.
Pulling out the 7.92mm ammo belt a bit too far.
The melee-animation of the MG 34.

PKM

The PKM is available in Modern Warfare. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.

The "25.9" heavy barrel" attachment gives it a PKP Pecheneg's barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.

PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R
Azur equips a PKM, making use of the carry handle.
The PKM in idle.
ADS view.
Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.
Latching in a new belt box.
Placing in the new belt of ammunition.
Working the bolt a second time afterwards to chamber a round.
Stock attack of the PKM.
A PKM with modern tactical furniture, occasionally found in the campaign, and seen in multiplayer as the "Standard Issue" Weapon Blueprint.
Holding the updated PKM.
Aiming with the new rear sight.
Right side of the PKM as seen in Gunsmith.
A customized PK, including the PKP-style heavy barrel assembly.

Launchers

Carl Gustaf M4

The Carl Gustaf M4 appears as the "Strela-P" (despite it being unrelated to the actual Strela MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.

In the reload animation, the part where the player character drops out the fired round is done primarily off screen; the part is actually fully animated, and is visible in third person.

Carl Gustaf M4 - 84x246mm R
Zane continues the Insurgency: Sandstorm tradition of engaging idle vehicles with AT launchers.
Aiming down the M4's scope.
Dumping a spent round as the yellow van remains undamaged from a recoilless round.
The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.
It gets shoved aside as the new 84mm round is loaded.
Melee-ing with the Carl Gustaf.

FGM-148 Javelin

The FGM-148 Javelin appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous Modern Warfare games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.

FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm
The FGM-148 system in game.
Aiming down the CLU.
Locking on, about to fire the missile.
Using the Javelin as a very, very expensive battering ram.

FN 40GL

The FN 40GL can be attached to the SCAR-H.

FN 40GL - 40mm
A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in Ghosts. Note that the handgrip is shaped a bit more like the F2000's GL1.
Using the grenade launcher.
"Aiming," which really just zooms in.
Reloading the 40GL.
Gunsmith preview of a FN 40GL.

GP-25

The GP-25 can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").

GP-25 - 40mm
The GP-25 mounted to an AK-74 lookalike.
The GP-25, activated.
Aiming the grenade launcher; the actual sights are present but not used.
Reloading the VOG-25 round.
Gunsmith preview of a GP-25.

LMT M203

The LMT M203 grenade launcher can be attached to the remaining weapons in the "assault rifles" category.

LMT M203 2003 L2B - 40x46mm
Using the M203 affixed to the M16 lookalike.
Aiming the launcher.
Alex dumps a spent shell out of his M203 in the mission "Hunting Party."
Inserting a new 40mm round.
Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.
Gunsmith preview of a M203.

Milkor Mark 14

The Milkor Mark 14 appears in campaign and Special Ops as the "MGL-32". It can be found loaded with high-explosive grenades or incendiary grenades.

Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm
Alex holds an MGL acquired right before the final onslaught in "Proxy War."
Aiming through the scope after the Russians unhelpfully cut out the lights.

RPG-7

The RPG-7 is featured in the game.

RPG-7 - 40mm
Wielding the RPG-7 on the Grazna Raid level.
ADS of the RPG.
Reloading another warhead while observing the effects of the last shot.

SA-25

The Russian 9K333 Verba, also known by the NATO name SA-25, appears in the game as the "PILA" (plural form of pilum, a type of Roman javelin). Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game.

SA-25 (9K333 Verba) - 72mm
Holding the 9K333/SA-25 and looking at a crashed UAV.
Aiming through the Verba's scope.
Reloading the tube in a dubious manner.

Explosives

Model 7290 Flashbang Grenade

The "Flash Grenade" in multiplayer is a Model 7290 flashbang grenade.

Model 7290 flashbang grenade

Mk.V CN Gas Grenade

A modernized depiction of the American Mk.V CN Gas Grenade appears in multiplayer as the "Gas Grenade".

Mk.V CN Gas Grenade.

M18 Smoke Grenade

The M18 Smoke Grenade appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.

M18 smoke grenade

M67 Hand Grenade

The M67 Hand Grenade is featured in the game.

M67 Grenade.

M18A1 Claymore

The M18A1 Claymore is featured in the game.

M18A1 Claymore anti-personnel mine

M84 Stun Grenade

A somewhat fictionalized depiction of the M84 stun grenade is featured in multiplayer as the "Stun Grenade".

M84 stun grenade

Hybrid Bouncing Mine

The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger (real life magnetic proximity triggers don't detect humans).

Emplaced/Mounted Weapons

AGS-17

In multiplayer, the AGS-17 automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.

AGS-17 "Plamya" on tripod - 30x29mm
The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.
Operating an Allegiance "Wheelson" in a multiplayer match.

Browning M2HB

The Browning M2HB appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs.

Browning M2HB - .50 BMG
The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.
Manning the shielded M2.

General Electric GAU-8/A Avenger

The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their General Electric GAU-8/A Avenger rotary cannons.

General Electric GAU-8/A Avenger - 30x173mm

General Dynamics M197 Vulcan

The M197 Vulcan is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the Modern Warfare 2 tradition of inappropriately outfitting Harriers with swiveling gun turrets.

General Dynamics M197 Vulcan - 20mm

Gryazev-Shipunov GSh-30-2

A fictional jet heavily inspired by the Sukhoi Su-25 "Frogfoot" is seen in the trailer, dropping cluster bombs on a scene resembling "the Highway of Death" from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its Gryazev-Shipunov GSh-30-2 cannons be seen mounted in the nose cone.

Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm

Hell Cannon

The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.

A real "Hell Cannon" found in Aleppo, Syria.
The "Hell Cannon" with some of its peculiar warheads.

KPVT

A KPVT can be found in the "Azhir Cave" multiplayer map.

KPVT heavy machine gun - 14.5x114mm
A KPVT almost installed on a truck.

M29 Mortar

M29 Mortars are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".

M29 Mortar - 81mm
A Marine next to the Mortar.
Left view.
Garrick inserts a shell into the Mortar.
A dead Al-Qatala member lies next to it.

Mk 47 Mod 0

In multiplayer, the Mk 47 Mod 0 automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.

Mk 47 Mod 0 - 40x53mm

Promotional Artwork/Calling Cards Exclusive

SIG-Sauer MPX

The "Triplets" calling card shows a tan-colored SIG-Sauer MPX with an M-LOK handguard, in addition to the MP7A2 and MP5 already featured in the game. However, the model is altered in several ways. The left-side bolt catch and steel insert are relocated to the right side, and the handguard has a front vent hole looking like that of a SIG-Sauer MCX. The weapon also has other parts of an MCX, namely the hole at the rear of the lower receiver, as well as the magwell, which has been shrunk to the size of an MPX.

SIG-Sauer MPX SBR, Gen 2 - 9x19mm
SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO, for comparison.
The MPX in the bottom forefront; note the distinct trapezoidal shape of its ejection port.

Daniel Defense Mk 18

The opening launch screen of the game displays a silhouetted operator armed with a modern production Daniel Defense AR-15. It appears to be a Mk 18 Mod 1 type rifle equipped with a newer Daniel Defense M-LOK handguard and a Vortex AMG UH-1 holographic sight.

Daniel Defense MK18 SBR with DD magazine - 5.56x45mm
MW DD Mk18.jpg

Desert Tech MDR

A Desert Tech Micro Dynamic Rifle equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu.

Desert Tech MDR - 5.56x45mm NATO
MW MDR Menu.jpg

M4A1 Carbine

M4A1 carbines are seen in promotional artwork. In multiplayer, players can unlock a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of Call of Duty 4: Modern Warfare.

M4A1 - 5.56x45mm NATO
An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.

Noveske Shorty Switchblock

What appears to be a Noveske Shorty Switchblock equipped with a VLTOR upper receiver is seen in some promotional artwork.

Noveske Shorty Switchblock - 5.56x45mm NATO
An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.

FN M249 SAW

An FN M249 SAW with a vertical foregrip and a custom stock is seen in the "Sending Love" calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.

FNH USA M249 SAW - 5.56x45mm NATO
The M249 on the lower image, on a fixed mounting.

Mk 46 Mod 0

The Mk 46 Mod 0 is seen in a promotional artwork.

Mk 46 Mod 0 - 5.56x45mm NATO
A US soldier holding a Mk 46 Mod 0 on the left.

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