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Call of Duty: Vanguard

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Work In Progress

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



Call of Duty: Vanguard
Codvanguardcover1.jpg
Cover Artwork
Release Date: November 5, 2021
Developer: Sledgehammer Games
Publisher: Activision
Series: Call of Duty
Platforms: PC
PlayStation 4
PlayStation 5
Xbox One
Xbox Series X
Genre: First-Person Shooter


Call of Duty: Vanguard is a first person shooter developed by Sledgehammer Games and published by Activision. It was released on November 5th, 2021 for Xbox One and Series S/X, PlayStation 4 and 5 and Microsoft Windows. It is the eighteenth game in the Call of Duty franchise and the sixth main WWII title in the series, following Sledgehammer's previous game, Call of Duty: WWII. It features a campaign mode with characters from multiple Allied countries fighting on the Western, Eastern, African and Pacific fronts. It also has a Zombies mode, which is developed by Treyarch instead of Sledgehammer.

Most of the post-release weapons added to the game are anachronistic to Vanguard's base WWII setting, though its Warzone live-service story ventures into the 1970s.


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

Overview

Like Modern Warfare and Black Ops Cold War, Vanguard uses the Gunsmith system for its weapon attachments and customization, this time however, the mod slots have been increased from 5 in previous games to 10, allowing more attachments to be equipped on the weapon at a single time (but with attachments only serving a minor benefit compared to previous titles). Magazines/calibers and ammunition type can be changed individually compared to the earlier games, instead of restricting the caliber to its own magazine. Weapon perks are expanded under two separate modifications, weapon proficiencies and weapon kits. As with BOCW, attachments once again feature poor attachment descriptions, inaccuracies, anachronisms and functions that would simply not work that way in real life. In addition, much like Battlefield V, characters are inaccurately depicted utilizing trigger discipline on many of the weapons, a practice not widely used, if at all during the time period the game takes place in.

Caliber conversions return from Modern Warfare and are a bit more ludicrous, such as converting LMGs to fire .50 BMG rounds (which would be way too big to fit in them at all). Also returning are different ammunition types, ranging from incendiary rounds to frangible rounds. Many of the automatic weapons feature select-fire modes between semi and fully-automatic; this is inaccurate as several are full-auto only in real life.

It is worth noting that prior to Season 3 of the game, almost all "fast/speed mag" attachments decrease magazine capacity, it was eventually changed after the update as fast magazines now hold the same rounds as with the base gun. While it corrected some weapons that used to hold too low of a capacity compared to the model, it made others incorrect as a result. Machine gun "fast mags" that have damage benefits are not changed.

Handguns

All handguns are held with a modern technique two-handed grip, a technique not practiced during WWII, making it anachronistic. One-handed "point-shooting" and teacup grips were the norm in that era. However, they are held one-handed when using the akimbo proficiency, but dual-wielding was not practiced during the war either. The M1911, C96, and the Webley revolver can be dual-wielded, while the rest of the other handguns oddly cannot.

Colt M1911

The Colt M1911 appears under the "1911" name and has an 8-round magazine by default, which is anachronistic, as 8-round magazines did not exist for the M1911 in WWII. A more appropriate choice for WWII would be the updated M1911A1 variant with a 7 round magazine. Magazine options include a 8 round speed mag (which used to hold 5 rounds before Season 3 began) and an 18 round extended magazine based on the .45 ACP extended magazine made by Monarch Arms & Manufacturing Sales in the 20s and 30s. The "Cooper Full-Auto" barrel turns the weapon into a machine pistol, with the "Strife Compensator" attachment and the 18 round magazine creating a resemblance to Lebman's machine pistols (such as the one famously used by John Dillinger), minus the Thompson foregrip and stock found on some examples. While 9mm conversions (and clones) of the M1911/M1911A1 exist after WWII, a .30 Russian Short (7.62x39mm) conversion would simply be absurd.

Fired casings have struck primers, seen if you look at an ejected case on the ground.

Original Colt M1911 (dated 1913) - .45 ACP
Wade Jackson performing a press check very similar to the one in Modern Warfare during the equip animation; this is another technique that wouldn't see widespread use for many years after the war.
Holding an M1911 in a devastated New York, attacked by a not-Cloverfield monster.
Aiming at a suspicious portrait in a 1950s American theater. The M1911 has somewhat cropped iron sights by default.
Reloading tacticool style. Note the round in the bottom partially expended magazine is sitting much lower than it should.
Releasing the slide after performing a more typical reload.
Holding an empty M1911. Note the slanted slide serrations and the grips stylized with only one diamond instead of two.
Peering down the empty magazine in front of the famous NYC "Hotel Hotel" building.
Tail gunner Mateo Hernandez shoots down a Zero fighter plane with his M1911 pistol. This is a loose reference to a real feat during the war by Owen J. Baggett, who shot down a Zero with an M1911 pistol while parachuting. Note the weapon is shown as double-action only, and the hammer never moves while firing.
The real-life John Dillinger's .38 Super M1911A1 Machine Pistol.
In game model of a faux Lebman M1911 in .38 Super. Note the extended magazine that was made for the 1911 in limited numbers and the lack of the Thompson-esque front-end grip.

Dumonthier Cutlass Revolver

A Dumonthier Cutlass Revolver was added with Season 5 as the "Valois Revolver", chambered in .45 ACP as a stand-in for 11mm Pinfire. It is a combination based on a handgun sold by Antique Associates at West Townsend and another example auctioned by Rock Island Auction. It does not come with nor support any attachments (beyond its functional, pre-attached bayonet) or even weapon perks. The use of this exceptionally rare revolver from the late 19th century which uses the woefully outdated pinfire system during WWII or post-WWII would be obviously unlikely.

The Cutlass Revolver at the hip.
It only has a notch in the top of the hammer to aim with.
Flicking the Cutlass open to reload it.
Speed-loading in a fresh set of apparent .45 ACP rounds.

Luger P08

The Luger P08 is available in-game as the "Klauser". While it was officially replaced by the Walther P38 in 1938, Lugers saw widespread usage on many fronts, including a production run of guns made by Mauser in 1942. In the campaign, it is seen in the hands of both the Germans and Japanese (possibly as a stand in for the Nambu Type 14 for the Japanese). The front sights are currently misaligned. The 32 round Trommelmagazin 08 is available for the weapon (under the name "9mm 12 Round Mags"), incorrectly only holding 12 rounds. Additionally, US Army trial versions of the Luger were rechambered for .45 ACP, which is possible in-game with the ".45 ACP 8 Round Mags" or ".45 ACP 12 Round Mags" (the latter is also a Trommelmagazin, but fitted with a sling wrapped around the winding arm of the drum, which would prevent it from feeding into the chamber), however the pistol still lacks the grip safety and slightly longer barrel the trial Lugers had. The "Fitzherbert 200mm BL" barrel is a significantly shortened Luger Carbine barrel, although stocks are not an option for pistols, so a full mock-up of the Carbine is not possible.

The Luger also appears in the artwork for the Dead Silence field upgrade, fitted with a suppressor.

Luger P08 - 9x19mm Parabellum
Luger Carbine - 7.65x21mm Luger
Holding the Luger at a famous Berchtesgaden retreat.
Inspecting the top of the toggle-lock system.
Using a fairly modern technique to fling out the spent magazine.
Loading a new 8-round magazine.
Pinching the toggle locks to chamber the pistol.
Inspecting an empty Luger in front of a Kettenkrad.
The Luger in the Dead Silence artwork, fitted with a long suppressor; note the seemingly fictional metal-bottomed grips and strange, thick trigger guard. It's also not entirely clear what the suppressor is actually attached to, given that a Luger's barrel ends more or less exactly where the in-game suppressor starts, with no room for threading.

Mauser C96 Hybrid

As in WWII, a hybrid of different Mauser C96 pistols appears, listed under the generic moniker of "Machine Pistol". It has the general appearance of the M1930 model of the C96, and is full-auto with detachable magazines like the M712 Schnellfeuer, despite lacking a selector switch, and also has a "Red 9" grip (despite not being chambered in 9mm by default). It uses ".30 Klauser" ammunition in 10 round magazines (".30 Jaeger" during the Beta), a rename of .30 Mauser (i.e. 7.63x25mm Mauser) per Activision's new tendencies to avoid any real equipment names.

A 20 round magazine is available as the "7.62 Gorenko Extended Mags" attachment, holding an incorrect 40 rounds of 7.62x25mm Tokarev (which has a copyright free "Gorenko" name in the Gunsmith instead). The C96 can fire the 7.62x25mm Tokarev round, but doing so is not recommended as it can damage the pistol. The "9mm Extended Mags" uses a fictional magazine that appears to hold 14 rounds. Of note is that Yugoslavia manufactured 9mm M712 pistols, making the caliber correct, but not the capacity. The "VDD 140mm HE" barrel gives it a shorter version of the barrel seen on the M1917 Trench Carbine.

Oddly, the beta version of the C96 mashup had additional magazine options (as well as different names for the ones that stayed for the full release, such as "Tokarev" changing to "Gorenko") - an 8 round 9x19mm "fast mag" that is reloaded with 10-round stripper clips (somehow being faster than reloading with magazines) and "8mm Nambu" 20 round magazines, a caliber that the C96 never used.

Mauser C96 M1930 - 7.63x25mm Mauser
Mauser M712 Schnellfeuer with 10-round magazine - 7.63x25mm Mauser
Mauser C96 "Red 9" - 9x19mm
The default Mauser in Gunsmith.
Gunsmith representation of an M712 Schnellfeuer fitted with a 20-round magazine, but still lacking the selector switch.
The Mauser machine pistol in regular Vanguard multiplayer.
The Mauser's ADS.
Upon empty, the user flicks out the magazine...
...and watches it drop aside.
...in with a new one.
Charging the Mauser.
Mauser M1917 Trench Carbine with 40-round magazine - 9x19mm Parabellum
Inspecting the Mauser with the M1917 forend.
Ditto, showing the right side.

Tokarev TT-33

The Tokarev TT-33 appears as the "RATT", presumably taking the TT from the pistol's actual name. It incorrectly holds 9 rounds by default instead of the correct 8. The model's default trigger has a non-standard hole cutout in it, though some of the replacement trigger customizations resemble the correct style. All suppressors humorously block the iron sights. The TT pistol in-game can accept .45 ACP 12-round magazines, a caliber that the TT pistol (or its copies) cannot chamber.

In the beta, the rear sight and recoil spring plug weren't attached to the slide, and floated in place when it moved back, but this was fixed for release.

Tokarev TT-33 (pre-1947) - 7.62x25mm Tokarev
In 1942 Stalingrad, Polina Petrova uses an anachronistic press check on her TT-33.
Holding the TT-33 on top of a conquered Reichstag.
Inspecting the right side.
Using the Tokerev's sights.
Loading a new magazine. Note the oddly-shaped trigger guard, checkered grip panels and slide with 5 grasping serrations instead of 7.
Thumbing the slide on empty.
Peering down the open action and empty magazine.

Type 54 / Model 213

Equipping the "9mm Fast Mag" or the "9mm Extended Mags" turns the pistol into a Type 54 / Model 213, minus the manual safety. The Type 54 / Model 213 was made in 1951 onwards, making the 9mm conversions anachronistic for the majority of the maps. Note both magazines have incorrect capacities of 9 (6 prior to Season 3) and 18 respectively, instead of the correct 8 for the time period. The extended mag also has an incorrect capacity of 18- real extended Model 213A pistols have a capacity of 14.

Model 213 with blued finish (Norinco-branded) - 9x19mm. This is a screen used pistol from Rush Hour.

Webley Mark VI

The Webley Mk VI appears in Vanguard, simply called the "Top Break" due to its break-action chamber. It is shown using .45 ACP ammunition (anachronistic for the WWII campaign, as the .45 ACP modifications for Webley revolvers were made after the war). This is likely to have it share ammunition types with other weapons and to make sure it is not the only weapon in the game chambered for the .455 cartridge. It can also be rechambered in 9mm and ".30 Russian Short" (7.62x39mm). It can be fired in single-action, although it doesn't even have an animation change (with the hammer magically cocking itself without the user thumbing it back) and makes no difference to the weapon's performance. A suppressor can incorrectly be used with the revolver, something which is impossible in real-life due to the lack of a gas seal.

The initial draw animation for the akimbo Webleys features a cowboy-esque spin of the left revolver. As for the break-action nature of the revolver, the game fudges it by simply thrusting down with the revolver in the character's hand, without pressing the latch to open the revolver up, followed by the equally impossible speedloader reload off-screen, as is tradition for Call of Duty.

Webley Mk VI - .455 Webley
Webley Mk VI with 4" barrel - .455 Webley
Lucas Riggs checking the load upon initially equipping the revolver.
Idle with the Webley
Inspecting the revolver.
Aiming at nothing in particular.
Breaking open the revolver after firing three rounds, which is nicely accounted for here.
Loading more rounds with the assistance of a speedloader.
Closing the action back up.

Submachine Guns

Armaguerra OG-43

The Armaguerra OG-43 was added in Season 2, as the "Armaguerra 43". While not anachronistic, the use of the OG-43 is very unlikely, given the small number of prototypes existed in real life, and it's exclusively chambered in 9mm, not 7.62x39mm or even 7.92×33mm Kurz ("8mm Kurz" in-game) intermediate rifle calibers.

Armaguerra OG-43 - 9x19mm Parabellum
A official render of the in-game OG-43. In keeping with Vanguard's commitment to getting guns almost right, the OG-43 is faithfully recreated in every regard except the too-short stock.
Holding the Italian SMG in Tuscany.
Aiming down its iron sights.
Inspecting the right side, which inaccurately shows a bullet in the barrel. This isn't depicted when the right side is viewed during the standard reload, so it might be a bug.
Reloading.
Reloading from empty.
Pulling the charging handle. This animation is also used when first equipping the gun.

BSA Welgun

The BSA Welgun was added in Season 1. It is erroneously shown with a stamped wire charging handle on the right side of the bolt; the real weapon lacked a charging handle (to make construction simpler, and reduce the weapon's width), the user instead simply grabbing the bolt itself and racking it somewhat like a pistol slide (hence why the bolt is serrated and exposed on both sides of the receiver). The magazine well's markings also appear to come from the M3 Grease Gun, reading "SUB-MACH.GUN" and "CAL .46 M3"; one of the magazine options (a 48-rounder in 7.62x25mm Tokarev) even appears to be an M3's magazine. The other options include two .45 ACP magazines (a 20-rounder that appears to be an M1 Carbine magazine, which is both too small for 20 rounds of .45 and too long front-to-back to actually fit in the magazine well- bizarrely, this length appears to be filled completely with some sort of spitzer-pointed rifle cartridge that definitely isn't .45 ACP, and a 48-rounder that has an oversized Trommelmagazin 08 attached to a long feed tower, with an inexplicable backwards slant), and a 64-round 9mm magazine (similar to the .45 drum, but with two drums joined together similarly to an MG15 drum). It also fires considerably faster in-game than in reality, with the real weapon clocking in at about 500 RPM.

Bizarrely, several of the weapon's attachments come from different submachine guns entirely (and anachronistic ones at that); the "120mm Gawain Short" barrel and "SA 43 Folding"/"SA 43M Pack" stocks appear to be taken from the Carl Gustav M/45, while the "Gawain Skeletal" stock and "320mm SA Shrouded" and "300mm Wilkie Custom" barrels are from production Sterling variants (the former barrel being from a Sterling L2A3, and the latter being a slightly shorter version of an L34A1's).

Birmingham Small Arms Welgun - 9x19mm Parabellum
An SOE operative checks into a Parisian hotel.
Iron sights next to the Iron Lady.
Much like the Armaguerra above, inspecting reveals a bullet incorrectly in the barrel.
Releasing the magazine during a standard reload.
Inspecting the right side of the gun when empty.
Loading a fresh magazine.
Pulling on the charging handle. This animation is also used when first equipping the gun.

Carl Gustaf m/45

A Carl Gustaf m/45 with a shortened receiver and stock was added during Season 3 as the "H4 Blixen". As with several other SMGs, it can be rechambered for .45 ACP and 7.62x25mm Tokarev; such chamberings do not exist for the m/45, nor any of its variants and derivatives.

Carl Gustaf m/45B - 9x19mm Parabellum
Korean resistance fighter Kim Tae-Young fires her SMG one handed during her operator intro.
Cocking the gun when first equipping it.
Tae-Young idle with the SMG.
Inspecting the right side. Note that when inspecting on empty the bolt inaccurately sits a quarter of the way forward.
Using the sights of the Swedish K.
Releasing the magazine.
About to stick in a fresh mag...
...and finally tugging on the charging handle with her trigger finger.

Franchi LF-57

The Franchi LF-57 was added in Season 4 as the "Marco 5". It can be dual-wielded. It is anachronistic to the original World War II setting (being developed in 1956), though most of the seasonal weapons added to the game are moreso set in the Warzone live service story that goes into the 1970s.

Franchi LF-57 - 9x19mm
Loading in a magazine when first equipping the SMG. This animation is slightly different from the standard reload.
Khaled Al-Asad (yes, the one from Modern Warfare) finds himself isekaied to the Fist of the North Star universe.
Inspecting the right side of the SMG.
Using the iron sights on a derelict ship in the Maltese desert.
Toggling the magazine release.
Tuggling the charging handle.
The bolt forward on empty.

M1A1 Thompson

An M1A1 Thompson appears as the "M1928", retaining the incorrect designation from WWII, fitted with a 50 drum magazine by default, which is impossible for the M1 Thompsons (but is possible on actual M1928 Thompsons). An extended drum attachment holds 100 rounds, which do exist but never saw adoption in WWII. The initial draw animation involves the player character locking open the bolt, then flicking the safety off (although it never moves and is always pointed at fire). In the beta, a conversion to .30-06 was available, based on this image of a prototype M1A1 in .30-06, though the in-game version lacks the necessary lengthened receiver and recoil spring tube of the real prototype. At the time of the official release, this conversion has been removed and replaced with a "30 round fast mag", which gives the gun correct 30 round box magazines. This however was incorrectly changed to 50 rounds (as with the drum magazine) after the Season 3 update, for the usual balance changes. Interestingly, while the Cutts compensator is available in game, it is currently not available on the Thompson. Other customization options include the ability to remove the stock, the iconic forward pistol grip, and the M1928 Thompson iron sights, both flipped up and down as different attachments.

In a December 2021 update, the Warzone incarnation of the weapon was bizarrely renamed to "M1912", despite the first Thompson prototype only appearing in 1917 and the M1A1 appearing in the later years of WWII. The name was eventually reverted back to "M1928" in a May 2022 update.

M1A1 Thompson with 20-round magazine - .45 ACP
M1928A1 Thompson with 50-round drum magazine, for reference - .45 ACP
Motioning flicking the safety when first equipping the "M1928".
Reloading from empty - swapping out the drum magazines like they're thin magazines. Note there are still bullets inside the empty drum.
Racking the charging handle on first equip of a proper M1A1 Thompson build, fitted with a 30 round box magazine (though changed to somehow hold 50 rounds post-Season 3).
Holding the Thompson. Despite the gun having a handguard, the player character will inexplicably always hold it by the magazine (much like a PPSh).
Right side of the Thompson.
Tacticooly swapping out magazines, not to be outdone by the drum magazine reload.
Using a more standard technique to load from empty, shoving the magazine along the guide.
A Thompson customized to look more like the M1928, although the charging handle is still on the side.

MP 40

The MP 40 is an SMG available in the game. The Trommelmagazin 08 from the Luger is incorrectly available as an extended drum magazine for the weapon, somehow holding 64 rounds. It can also be equipped with 24-round (which holds 32 rounds after the Season 3 update) "fast mags", or rechambered in 7.62x25mm Tokarev or 7.92x33mm Kurz.

MP 40 - 9x19mm Parabellum
About to unfold the stock when first equipping the MP40.
Holding the MP 40 inside a U-boat pen. Compared to some previous depictions of the MP 40 in the series, the player character holds the MP 40 by the magazine well instead of grasping the magazine itself (the latter option is likely to cause a malfunction).
Inspecting the right side. When empty, the bolt is correctly depicted as locked forward.
Peering down the iron sights.
Inserting a new magazine.
The bolt forward when empty.
Locking the bolt during the empty reload...
...and releasing it after changing the magazine. Note this is also used as an alternate equip animaton.
The artwork for the Armor Plates field upgrade (yet another anachronism, in terms of its effectiveness if nothing else) features an MP 40 prominently, along with a couple other tools that would probably render the field upgrade in question largely irrelevant.

MP41

The "VDD 34M" stock adds an old Bergmann-style rifle wood stock, effectively turning the weapon into the MP 41 (though it retains the MP 40's underbarrel resting plate).

Gunsmith view of the MP 41.

Owen Gun

The Owen Gun is carried by 2nd Lieutenant Riggs as his main weapon of choice throughout the campaign. For whatever reason, its model is mirrored, with the charging handle and sights on the left side instead of the right. One of the stock attachments gives the gun an Owen MKII stock.

Owen Mk I - 9x19mm Parabellum. This is an earlier version of the Owen gun, featuring a finned barrel, early wireframe stock (some wireframe stocks have a clip that holds an oil bottle), and solid trigger housing. The parkerized finish is a post-war refurbishment.
Lucas Riggs brushes off his inverted Owen during the intro of the 1941 Tobruk level...
...then checks its magazine.
Holding the Owen.
Inspecting the inverted gun's right side. Note the bolt will correctly be depicted as forward when empty.
Aiming down the sights.
Flicking the selector.
Idle with an empty Owen.
Pressing the magazine release.
Put a new magazine into the top...
...and racking the handle.

PPSh-41

The PPSh-41 is featured in the game. The PPS-43 magwell is no longer present from the WWII model and the cyclic rate more closely matches real PPSh rates. The barrel is lengthened just beyond the heatshield and has a threaded endcap for muzzle customization. The early 35-round box magazine is inaccurately featured as the "7.62mm Gorenko 71 Round Mags" and the later 35-round box magazine is available as the ".30 Russian Short 35 Round Mags" and rather inaccurately as the "8mm Nambu 71 Round Mags". There is also a fictional shortened late 35 rounder as the "7.62mm Gorenko 25 Round Mags".

PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev
PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev
Gunsmith view of the PPSh-41 with the 35 round stick magazine. Note the fictional extended barrel to allow for muzzle attachments.
Holding the SMG with stick magazine in a forest in western Russia.
Sighting up some propaganda.
Inserting a new stick magazine.
About to lock the bolt back.
Holding a drum magazine equipped PPSh.
About to insert a new drum.
Locking the bolt back.

PPS-43

The "Zac 280mm Light" barrel and "Zac Folding" stock turn the genuine PPSh-41 into an approximation of a PPS-43.

PPS-43 - 7.62x25mm Tokarev
The pseudo-PPS in the Gunsmith menu; it still retains the PPSh's receiver and magazine well, creating an amusing inversion of the configuration seen in WWII.
Inspecting the right side of the psuedo-PPS-43.

K-50M

The "Empress 140mm Rapid" barrel and the "Ovalevskaya Skeletal" stock turn the PPSh-41 into an anachronistic K-50M.

K-50M - 7.62x25mm Tokarev
CoDVanguard-PPShK-K50M1.jpeg

Sa 25

The Sa 25 was added with Season 5 as the "RA 225". Curiously, the game files refer to it as "sm_salpha26", even though it has the Sa 25's vertical pistol grip and 9x19mm default chambering. While a 7.62x25mm rechambering for the Sa submachine gun series (specifically for the Sa 24/26) exists, a .45 ACP conversion isn't.

Sa 25 - 9x19mm
Holding the Czechoslovak SMG.
Right side of the gun.
Sighting up a salvage operation.
Thumbing the magazine during a reload.
About to insert a new magazine.
Racking the charging handle.

Sten Mk II

The Sten Mk II is featured in the game with the top of the rear sight chopped off. The Trommelmagazin 08 from the Luger is incorrectly available as an extended drum magazine for the weapon, instead of the more accurate 50 round magazine from the Lanchester Mk. I. While .45 ACP conversions of the Sten available in-game are not available outside of heavily modifying or rebuilding the weapon outright, 7.62x25mm chamberings made by the Chinese do exist. It is Sergeant Arthur Kingsley's main weapon of choice in the campaign.

Sten Mk II - 9x19mm Parabellum
A British or ANZAC soldier holds the SMG while fighting in El Alamein. Note his thumb clipping inside the chamber(!).
Arthur Kingsley releasing the bolt when first equipping the SMG.
Holding the Sten in a heavy water facility.
Inspecting the right side.
Aiming down the cut down, sparse iron sights.
Pushing the magazine release during a reload.
Inserting a new 32-round magazine during an empty reload.
Pulling the charging handle.
The bolt locked forward on empty.

Sten Mk I/Sten Mk VI Hybrid

Customization options, including the "Wildwood" blueprint from the Frontline weapons pack, allow a hybrid combining original Sten Mk I with the pistol grip, fixed stock and suppressor from the Sten Mk VI.

Sten Mk I - 9x19mm Parabellum
Sten Mk VI - 9x19mm Parabellum
A customized Sten in-game.

Type 100

The Type 100 submachine gun returns as an available SMG. In the campaign, it is used by Japanese soldiers, and is Lieutenant Wade Jackson's weapon of choice. Like in World at War, its usage is once again too exaggerated and overrepresented, this time even more bizarrely being also used by the Germans in the Beatrice operator cinematic. It appears to be modelled after the later war version of the Type 100, which is odd given that the game's Pacific campaign takes place before 1944 and Sledgehammer Games have an early Type 100 model from WWII.

The Trommelmagazin 08 from the Luger is incorrectly available as an extended drum magazine for the weapon. It should be noted a 9mm magazine would never work in an 8mm SMG, the magazine is inserted the wrong way round, and it is stated to be an "8mm Kurz" (7.92x33mm) conversion, a caliber much too large for the Trommelmagazin 08. For whatever reason, a slightly shorter AKS-74 stock appears as the "Warubachi Skeletal" stock attachment.

Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu
Wade holds a late-war Type 100 in 1943 during the Solomon Islands campaign, which is incorrect for the time period, but not as inaccurate as the Japanese soldiers using Becker shotguns and StG-44 assault rifles.
Inspecting the SMG inside the walls of Shuri Castle. Note the Nagoya Arsenal proof mark next to the serial number.
Using the simplified late-war iron sights as American bombers fly overhead.
Locking the bolt back at the start of an empty reload.
Releasing the spent magazine...
...about to insert a new one.
The bolt locked forward on empty.
A Japanese soldier holds the Type 100. While his grip on the magazine is improper, you get a nice view of the fully rendered bullets inside.

Type 100 Paratrooper

An optional stock customization, referred to in-game as the "Sakura Type 2", gives the Type 100 a paratrooper folding stock.

Nambu Type 100/40 Paratrooper - 8x22mm Nambu
The customization in-game.

Shotguns

Save for the Becker shotgun, all shotguns are anachronistically loaded with plastic shells. This is in spite the fact that the Becker has period correct brass shotgun shell models for both 12-gauge and 16-gauge.

Becker revolving shotgun

The Becker revolving shotgun appears in the game as the "Einhorn Revolving", changed from the more generic "Revolving Shotgun" name seen in the beta. Being a rare and sophisticated European shotgun (only about 100 examples being ever produced, at a time when only the U.S. issued combat shotguns), it was unlikely to have been used as a military weapon during WWII in reality. Nevertheless, it shows up very frequently in the campaign as the shotgun of choice for enemy forces, both German and even Japanese. The soldiers who wield the shotguns wear leather bandoliers loaded with plastic shotgun shells, despite both the anachronism and the Becker exclusively being depicted using brass shells. "Einhorn" means "Unicorn" in German, which is likely tied to the extremely rare nature of this weapon in real life.

A fictional 5-round (3 rounds before Season 3) detachable magazine is available as the "fast mag" for the Becker. The cylinder itself is replaced with a fixed plug that serves as a receiver; however, the spent cartridges are still ejected through the loading port on the right, making the whole thing mechanically questionable (in reality, it would require an entire Dardick-style do-over of the feed system). Other modifications change the caliber of the shotgun to 12 gauge - which is mechanically plausible, but the Becker was only ever in 16 gauge. A completely fictional 7 shell extended cylinder is also an option, although it doesn't rotate, which is a problem for a revolving shotgun. It can also use birdshot of an unidentified (presumably 16 gauge) caliber.

Becker revolving shotgun - 16 gauge
Lucas cocks the barrel forward during the initial equip animation. Questioning how the Axis forces in Sledgehammer games always end up with exotic shotguns not his concern.
Scanning the sky for birds with the shotgun in the mountains.
Right side of the shotgun.
Aiming down the bead sight.
At the start of every reload, the ejector rod is correctly used to remove the last spent shell. Also note the period-accurate brass shell. Unfortunately this is the only shotgun to use them in-game.
Loading a new shell...
...and rotating the cylinder. This is done all the way until chamber V.
The dubious "16 Gauge 5-Round Fast Mag" attachment, with an M1A1 Carbine stock assembly (named the "Reisdorf Folding") to boot. The ejector rod is still used at the start of a reload. The right hand is used when non-empty; the empty reload is similar to WWII's Toggle-Action empty reload with a tacticool mag swap.

Browning Auto-5

The Browning Auto-5 appears in the game as the "Gracey Auto", replacing the generic "Auto-Loading Shotgun" name from the beta. The in-game Auto-5 anachronistically (for most maps) has the post-1953 Auto-5s' "Speed-load" features; the gun can be reloaded without holding down the carrier/bolt release button (which pre-1953 Auto-5s required), and the first shell inserted into an empty Auto-5 is automatically chambered. One of the attachments allows you to reload all 5 shells at once, making it far faster than the base reload. Another attachment adds the same fictional detachable magazine from WWII's Walther toggle-action, with a rather optimistic 7-round capacity.

Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge
Chamber checking during the initial equip animation. Strangely it is loaded with green 12-gauge shells, despite the Jefferies and 12-guage converted 1897 being loaded with red 12-gauge shells. This is further confused by different ammo types all retaining the default shell color.
Holding the shotgun while gazing at the Pacific Ocean.
Peering down the Auto-5's sights.
Reloading from empty - a shell is sent through the closed loading gate, then the bolt drops forward and somehow chambers it. Well, at least an attempt was made at portraying a tube-loading semiautomatic shotgun, a rarity in Call of Duty.
Topping up the tube as normal.
The action locked back on empty.
Thumbing the release on a normal reload on an abnormal fictional magazine-fed Auto-5.

Lincoln Jeffries Double Barreled Shotgun

A full-length double-barreled shotgun with exposed hammers is available as simply the "Double Barrel". It appears to be based on a luxury model developed by airgun manufacturer Lincoln Jeffries due to its distinct-looking hammers and its "sh_lindia98" game file name (Vanguard, like other recent CoD games, uses a naming scheme for weapon filenames consisting of two letters, the second represented using the NATO phonetic alphabet, so for example the MP 40 is named "sm_mpapa40" and the M1 Garand is the "mr_m1golf"). Humorously, the weapon can be dual-wielded in multiplayer while remaining full-length and, in a fairly interesting oversight, foregrips can be mounted too close to the trigger, blocking the shotgun from breaking open all the way. Shells auto eject and hammers recock themselves when reloading akimbo, and this all happens faster than the regular reload, which is preposterous.

Lincoln Jeffries SxS double-barreled shotgun - 12 gauge
Cocking the left then right hammer when first equipping the shotgun.
Holding the shotgun in a rejected TF2 map.
Sighting up a core at the Nevada Testing Site.
Removing a shot shell. Despite the fact that a blown-out 12-gauge shell model exists, the Jefferies uses pristine shells no matter if they have been shot or not.
Dropping two new shells after dumping the spent husks.
Holding two full size Jefferies shotguns.
About to dump the spent shells, primers seemingly unstruck.

Winchester Model 1897

The Winchester Model 1897 (specifically an E-series Takedown model) appears under the "Combat Shotgun" name. Despite having the same name as in Call of Duty: WWII, it is actually the riot gun variant rather than the "Trench Gun" variant seen in previous titles, since it lacks the distinct heat shield and bayonet lug. However, it does sport a sling swivel on the stock like its military cousin, and a sporting style eyelet sling loop has been added to the civilian model magazine band. The proper "Trench Gun" barrel can be equipped via the Gunsmith, named the "Framble No. 3". In the initial release, the hammer was bugged and appeared in both the cocked and uncocked positions after firing and during the empty reload; this was later fixed. The weapon uses 16 gauge shells by default, but can be modified to fire 12 gauge ones.

Strangely, when first equipped and when reloading the shotgun, the shell model is 12 gauge, but when pumping the shotgun the shell model is 16 gauge. This issue seems present no matter which chambering has been applied on the shotgun. It is unknown if this issue persists with the other shotguns. A fictional detachable magazine and detachable drum magazine are optional modifications for the shotgun, both based on the fictional magazines used on the "Toggle-Action" in WWII. Note that any sort of detachable magazine for the 1897 is absolutely impossible, as unlike shotguns such as the Mossberg 590 and Remington 870 which have detachable magazine variants in reality, the shell elevator is not only responsible for feeding shells from the tube magazine but is also an essential part of the locking system of the 1897, on top of housing the hammer, hammer spring, sear, sear assembly, and action release mechanism. This sort of modification would result in a Winchester 1897 held in battery solely by the user's hand holding the forend forwards, and missing half its fire control parts.

Winchester Model 1897 Riot Gun - 12 gauge
Winchester Model 1897 "Trench Gun" - 12 gauge
Chambering the shotgun during the initial equip animation. Note the shell actually appears to be the 12 gauge model for this specific animation, and note that the right side cartridge stop plunger button is just a texture on the side of the receiver.
The player character finds himself in a Tomb Raider reboot level. Note the hammer isn't in the fully cocked position, as on the real 1897 the hammer spur is almost flush with the frame on full cock instead of protruding proud as in this screenshot.
Using the ahistorical sights to look at some scary masks.
Pumping out a low resolution husk which is the appropriate 16 gauge model.
Reloading gives a look at the left side of the receiver, displaying that like the right side, the left side cartridge stop plunger button is also a flat texture instead of separately modeled sitting proud. The animation is as you'd expect, the character loads up some shells on empty (which appear to be 12 gauge again)...
...and pumping out the spent shell left in the chamber from the last shot.
Loading a somewhat-more proper 12-gauge "Trench Gun" build while taking cover behind an M4 Sherman medium tank. Despite equipping the bayonet lug and heat shield of the military model, the civilian magazine band is not removed, and the bayonet lug assembly is missing its sling swivel.

Select Fire/Self-Loading Rifles

Unlike the previous WWII games, rifles are sorted into three categories much like the recent games: assault rifles, marksman rifles and sniper rifles. Assault rifles consist of fully-automatic rifles (including LMGs that the game treats as rifles like the BAR and Charlton), as well as the burst-fire Breda PG. Marksman rifles consist of semi-automatic rifles and sniper rifles consist of bolt-action and semi-automatic rifles fitted with scopes by default.

Breda PG

The Costa Rican contract Breda PG returns from WWII as the "ITRA Burst". The weapon fires at 950 RPM, which is incorrect as the real weapon fired at 600 RPM. It is incorrectly chambered in 7.92x57mm; conversions to 6.5x50mm and .303 British are available as attachments, with no ability to give it its actual 7x57mm Mauser chambering. It is prominently and inaccurately used by the Afrika Korps in the African theater missions, probably representing Italian involvement there, however, in reality, it was never adopted for service. The magazine is also missing its spring.

Breda PG (Costa Rican contract) - 7x57mm Mauser
Holding the Costa Rican contract Italian rifle in the Libyan Desert next to an Australian captured Italian M14/41 tank.
Aiming the Breda PG.
Thumbing the magazine release during a tactical reload.
Tossing an empty magazine during an empty reload.
About to insert a new one.
Opening the bolt (this animation is shared with the initial equip animation). Note the markings are the same as the real PG's, featuring the real name of the rifle as well. Also note the rear of the barrel is barely visible here.
Inspecting the bolt on an empty Breda.

Fedorov Avtomat

The Fedorov Avtomat returns from WWII, again as the "Automaton", a literal translation of its Russian name. It has a much higher rate of fire than in WWII (roughly double the ROF of the actual rifle), and comes with some sort of ladder sight acting as a viewing window on top of the actual rear sight. For some reason it is fitted with an AKM muzzle brake. The rifle is incorrectly depicted as being commonly used by Red Army troops during the Battle of Berlin.

A monstrously large fictional 75-round double-drum mag (apparently based on the Beta C-Mag) is available as an attachment option, as well as conversions to .22 LR and 7.62x54mmR (the former in a magazine that looks like a 10-round one but oddly retaining the standard 25-round capacity, and the latter in a fictional 50-round magazine). It can also be equipped with an extended barrel based on the experimental M1924 (which is incorrectly referred to as "M1912" in many sources). Another barrel mod makes the gun fire in five-round bursts.

Fedorov Avtomat - 6.5x50mm Arisaka
The base Fedorov in the Gunsmith.
Holding the rifle.
Aiming.
Tossing the spent magazine, which still has rounds modeled in it.
Loading a fresh magazine into the Avtomat.
Working the action. This is also the initial equip animation.
A Red Army soldier takes cover with the rifle during the Battle of Berlin. By the end of the Winter War in 1940 most of these rifles had been destroyed or lost, therefore the rifle still being used especially this commonly is highly unlikely. Note his Kirovskiye K-43 watch. On the topic of his uniform, he inaccurately has rolled sleeves and is wearing red tabs on his field dress. His SSH-40 helmet has a star style mostly used on Soviet Adrian helmets, and by 1945 decals were not commonly seen on helmets in general.

FN F2000 Tactical

The FN F2000 Tactical, of all things, was added during Season 5 as the "BP50". The (bullpup!) rifle has a "no stock" attachment that literally chops the rear end of the gun off, making it all kinds of mechanically impossible, on top of the obvious anachronism issue (it was developed in the late 1990s, long after World War II and the live service Warzone events that go until the 1970s). In addition to this, its unique ejection system is not depicted in game, as the weapon ejects cases out right and upward instead of right and forward and will always eject rounds regardless of how many casings there are in the ejection tube as the gun fires; making the gun not ambidextrous-friendly (like the real rifle) as a result.

In-game, it can be rechambered with the nonsensical "5.6mm", 7.62x39mm, and somehow 7.62x54mmR, all of which the real life F2000 cannot fire.

FN F2000 Tactical TR with gray finish - 5.56x45mm NATO
At the Caldera digsite with the FN F2000 Tactical, in the hands of a somewhat more fitting Venerated character from Modern Warfare.
The F2000's familiar base iron sights.
Reloading the STANAG magazine.
Pulling the charging handle.
A "customized" F2000, featuring a flashlight fore-end (based on a real modification), a quack stack mag (dubiously fitted) and the entire rear section missing from the rifle, which in reality would remove almost the entire fire control group. Also note the dubiously mounted PU scope on the rear sight, fictional vented rib extended barrel and DP-28 flash hider.

Gewehr 43

The Gewehr 43 is featured. It incorrectly feeds from a curved box magazine whereas, in reality, it is straight. The "fast mag" Gunsmith option fixes this by replacing it with a proper magazine (prior to the Season 3, this was down-loaded to 8 rounds). A 20 extended magazine option is also available, based off of limited issue prototypes made for the weapon, but never widely issued. The "Wyvern 570mm Full Auto" barrel attachment for the Gewehr 43 converts it to fire in full-auto, which wouldn't be a wise idea since it can easily empty the magazine in an instant and produce immense recoil; while a select-fire variant of the G43, the StG G43 DFE, was tested, it was also converted to use 7.92x33mm Kurz ammunition (feeding from Sturmgewehr 44 magazines), and never got beyond the prototype stage.

Gewehr 43 - 7.92x57mm Mauser
Kingsley picks up the rifle in Tempelhof Airport. The initial equip animation involves inspecting the magazine...
...then chambering a round. Note the Fallschirmjäger Obergefreiter on the left is wearing an Italian "Samurai" vest. This seems to have been inspired by Battlefield V's German troops, who also inaccurately wear the vest (although in Vanguard regular Wehrmacht wear the standard MP 40 pouches unlike BFV). Also note his head model asset, originally from Modern Warfare.
In game model of the G43, fitted with a proper 10 round magazine. Note the anachronistic paracord-style magazine pull.
Holding a G43 with proper 10-round magazine somewhere in France.
Aiming at a smoke plume in the distance.
Rocking a new magazine on empty.
About to chamber a round.
Gewehr 43 with ZF4 scope - 7.92x57mm Mauser
Gewehr 43 with ZF4 scope - 7.92x57mm Mauser
A G43 fitted with a ZF4 scope, which appears to be mounted backwards.

Gustloff Volkssturmgewehr MP 507

The Gustloff Volkssturmgewehr MP 507 returns from WWII. Despite being developed in late 1944, it makes a lot of anachronistic appearances in the flashbacks before 1945 in the campaign, all the way up to the Tobruk mission in 1941. It is depicted with a selector switch, which enables full-auto fire, despite the existence of a full-auto Volkssturmgewehr only being a rumor based on the misinterpretation of the name Volkssturmgewehr as representing "Volks-sturmgewehr" (lit. "people-assault rifle") rather than "Volkssturm-gewehr" (lit. "Volkssturm-rifle"). The weapon in-game is slightly visually modified, with a thicker magazine and slightly rounded handguard. A fictional double-drum mag based on the Beta C-Mag and the MG15 double drum appears in game as an extended magazine attachment, reusing the model from the Grossfuss Sturmgewehr's extended magazine in WWII.

Gustloff Volkssturmgewehr MP 507 - 7.92x33mm Kurz
A preview of the Volkssturmgewehr in the beta.
Kingsley chamber checks a Volksstrumgewehr inside the U-Bahn. Note that the rifle is missing its magazine catch.
Getting his bearings while holding the rifle. Note that while the map is mostly accurate (mostly just missing pictographs), some stations have anachronistic names, such as Bergstraße being referred to by its 1946 name, Karl-Marx-Straße.
Right side of the gun with the action closed.
Aiming the rifle.
Thumbing the magazine release. Note the safety selector, which in-game has a fictional selectable third option of full auto.
About to load a new magazine of 7.92x33mm Kurz...
...and chambering the rifle by tugging on the upper slide assembly.

Hyde Carbine M1944

The Hyde Carbine M1944 was added in Season 1 as the "Cooper Carbine". The game is unclear on what the Hyde's caliber is; by default the HUD claims it uses 7.92x33mm Kurz, but it also says this when using the magazine attachments that rechamber it in 9mm and .45 ACP- with the ".30 Carbine" attachment (the Hyde's actual caliber, and which the game claims as being larger than the default) the HUD claims it is chambered in 7.92x57mm. All the magazines are sized (front-to-back, at least) for .30 Carbine, and the weapon ejects bottlenecked rifle casings that don't match any of these.

The "22" Cooper Custom" barrel appears to be taken from an M1 Carbine, handguard and all; it is also mirrored, since the M1's now-functionless stub of an operating rod is on the left side. The "Cooper 45RS" and "Cooper Custom Padded" stocks are anachronistic wooden Heckler & Koch G3 stocks, while the "Cooper 45W" stock is from a Mark 2 Bren (also mirrored, since what's left of the Bren's charging handle guide and sling swivel are on the left side); the "Ragdoll G45 Skeletal" and "Removed Stock" options are also of note, since (aside from the former being a literal aluminum crutch) they're mechanically impossible, due to the Hyde's recoil spring being inside the stock. Foregrips are also notably mounted on a large sheet-metal bracket attached to the front of the magazine well, rather than the handguard, seemingly so that their position will remain constant regardless of which barrel option is used.

Hyde Carbine M1944 - .30 Carbine
About to lock the action back when first equipping the carbine.
Idle. Note that, as with the Thompson, the player character grips the magazine (although it is justified in this case).
Inspecting the Hyde reveals fictional markings on the left side, including a highly inaccurate one stating the carbine is a 1921 model.
Other side, showing the open bolt.
Aiming.
Tossing an empty magazine. Note the protruding magazine catch.
About to insert a fresh magazine. The weapon is depicted like the Thompson with a last round bolt hold open.

Korovin AK-45

The Korovin AK-45 was added in Season 3 as the "Nikita AVT". It can be rechambered in 7.62x54mmR, .30-06 or 6.5x50mmSR.

Korovin AK-45 - 7.62x41mm M43
The AK-45 in the customization screen. A few of its visual alterations can be seen here, including the longer handguard and lower receiver (and the correspondingly shorter lower stock wire).
Holding the prototype rifle on a training course.
Aiming. Note that the reference image lacks a rear sight (as is the case with all available images of the AK-45), so this sight is essentially a work of fiction.
Thumbing the magazine release.
Throwing the empty magazine, complete with John Woo cinematic birds (although they aren't doves).
About to load a new magazine...
...and racking the charging handle. This is also the initial equip animation.

M1 Garand

The M1 Garand appears as a marksman rifle. The mid-clip tactical reload features the player character retaining the half-spent clip in the rifle, but the chambered round is not shown ejecting as they pull back the op-rod/charging handle - instead, a fired casing is ejected instead, which is incorrect. Additionally, the clip release button (below the sight adjustment drum) is never used to release a partially-loaded clip. Unlike in Call of Duty: WWII, this is not a "sticky" Garand, and thus does not need to have the bolt pushed or smacked back into battery after loading a new clip.

Using either the ".30-06 12 Round Mags" or the "16 Round Drums" modifications makes the weapon resemble the T20E3 Garand, an experimental model designed to use detachable magazines. While the straight BAR magazine is real, the drum is not (and appears to be based on the equally fictional extended magazine for WWII's "Toggle-Action"). It can also be rechambered in .303 Enfield (still using en-bloc clips) or 6.5 Arisaka, using 16-round drum magazines of a slightly different design to the .30-06 ones. Formerly, a ping sound effect would still play when the weapon is empty with a magazine even though obviously no clip is ejected; this was patched in a later update. In Warzone, all magazines have their capacity increased by four rounds.

M1 Garand with leather M1917 sling - .30-06
Chamber checking the Garand when picking it up for the first time. Note the Isuzu Type 94 truck in the background.
Holding the rifle in a small French village.
Peering through the enlarged rear aperture sight, which at this point is essentially a large ghost ring sight.
Locking the bolt back before removing the partially spent clip. Note the inaccurate depiction of the round ejected from chamber being a spent round. Also note the Fisher M4A3 'Sherman' in the background.
Removing the clip, the rounds magically floating in the top of the clip.
Ping!
Shoving in a new clip.
Holding an empty Garand, action locked open.
M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06
A pseudo-M1D style sniper Garand.
Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the M14 Rifle - .30-06
The ".30-06 12 Round Mags" T20E2 Garand lookalike; the magazine is curiously larger than the higher-capacity magazines of the real weapon

Mauser Selbstlader M1916

The Mauser Selbstlader M1916 was added into the game with Season 3 and appears as the "M1916". Aside from 7.92x57mm, a fictional 6.5x50mm Arisaka chambering is available.

Mauser Selbstlader M1916 Fliegerkarabiner - 7.92x57mm Mauser
The "M1916" in the Gunsmith; note the somewhat shortened stock.
Holding the "M1916" on top of the Reichstag.
Looking through the iron sights.
Beginning to reload the gun by moving the trigger guard assembly.
Throwing the empty mag into the aether.
Inserting a full magazine.
Charging the Mauser Selbstlader.

MBC-2

The MBC-2, the 1952 prototype that would later become the VAHAN, was added in Season 4 as the "Vargo-S".

MBC-2 - 7.62x39mm
Racking the action when first equipping the rifle.
Holding the MBC-2 inside a training facility.
Right side of the rifle.
Aiming.
Toggling the magazine release.
About to rock in a new magazine.
Chambering the rifle.

PTRS-41

The PTRS-41 was added in Season 1 under the name "Gorenko Anti-Tank Rifle". It's fitted with a PEM scope by default (historically, PTRS rifles were rarely fitted with scopes, and only as a field-expedient modification for spotting, not as an actual means of aiming), and has a shortened barrel-like in Call of Duty: WWII, alongside some fictional embellishments (a large cap fitted over the bottom of the magazine, and some seemingly-random pieces of sheet metal attached to the side of the trigger group and magazine, seemingly to "spruce up" the weapon's relatively flat left side). When (unrealistically) equipping it with a muzzle attachment, the device is somehow attached directly on top of the default muzzle, which would render most of them pointless since most of the propellant gases would escape out the sides of the brake before reaching the attachment (not to mention that the PTRS's extreme muzzle blast would likely destroy most of the small brakes and suppressors that can be fitted to it in-game anyway). Needless to say, this doesn't stop the suppressors from reducing its report to a kitten's sneeze in-game (though the sound report was appropriately updated in later patches).

Strangely, none of the barrel attachments bring it up to its correct length; in fact, all of its optional barrels are either substantially shorter or roughly the same length, with the longest (the "420mm Empress", which features a Lahti L-39-esque barrel shroud) only being a smidge longer than the default option. The shortest option, the "240mm ZAC Rapid", also notably features a large, round shroud seemingly referenced from some sort of integral suppressor; it doesn't actually suppress gunfire, however (instead increasing handling and fire rate at the cost of accuracy and... handling), with the weapon's "stealth" option (which reduces muzzle flash and eliminates the pop-up skull icons that killed enemies' teammates would otherwise see) being the "400mm Kovalevskaya Wrap" barrel, quite literally just a shorter version of the default barrel wrapped in cloth. Among its several fictional stock options are the "ZAC Adjustable" (a Degtyaryov DT stock, with the adjustment notches rather inadvisably placed on the top for optimum face-sawing), and the "Anastasia Type 3B Stoyat" (seemingly taken from a Mark 1 Boys anti-tank rifle). The three fictional magazine options are all supposedly in "13mm AM" (which, judging by some of the other attachment descriptions, is apparently 13.2x92mm TuF); these are 7- and 10-round magazines (simply the base magazine elongated, with correspondingly larger en-bloc clips), and a 3-round detachable magazine somehow shoved straight through the standard one, with nothing but a new magazine cover to account for completely different feed system.

PTRS-41 - 14.5x114mm
Chambering the rifle when first equipping it.
Holding the rifle while observing a snowed-in X-Series tram in Stalingrad.
Inspecting the rifle reveals something very alarming. Due to a bug, a bullet is depicted inside the barrel, except when reloading from empty.
Aiming into the distance.
Popping the magazine open...
...removing the spent clip...
...loading a new clip...
...and finally, closing the action.
Due to the aforementioned bug, when inspecting the rifle when out of ammo, the rifle will have a round in the barrel when the action is opened. Also due to the animations being desynced, the player character will appear to pump their fist.

SIG Stgw 57

A stylized SIG Stgw 57 was added during Season 5 as the "Lienna 57", under the light machine guns class.

SIG Stgw 57 - 7.5mm Swiss
Right side of the rifle.
Left side.
Holding a "Lienna 57" in-game.
Aiming.
Grabbing the empty magazine...
...to throw it away.
About to smash in a full magazine.
Pulling the charging handle.

Sturmgewehr 44

The Sturmgewehr 44 appears as the "STG44". It is used anachronistically in the campaign levels set in Stalingrad in August 1942 when in reality it was first issued in late 1943. It also makes a bizarre appearance in weapon crates found in the Bougainville level set in the Pacific theater in 1943.

There are several magazine modifications. The first is a 45-round drum, which appears to be a heavily modified MG42 drum rechambered for 7.92x33mm Kurz (which appears to be inspired by another Activision-published title, Wolfenstein). The others all rechamber the weapon - either to "7.62 Gorenko" (7.65x25mm Tokarev) or to ".30 Russian Short" (7.62x39mm). The 7.65x25mm conversion can only use 30-round magazines, which are identical to the regular StG ones except for being shorter and straight, making them far too large for pistol-caliber rounds. The 7.62x39mm conversion can use both 20-round and 30-round magazines; the latter are identical to the 7.65x25mm ones, only with tape wrapped around them, while the 20-round ones are of an identical design, but much shorter. Both are too small to fit 7.62x39mm rounds, and both should be curved rather than straight, as 7.62x39mm rounds have a significant taper to them, giving their magazines a distinctive curve.

The stock can be modified in a variety of ways; these include the option to remove it, or replace it with a "Krausnick S11S Folding" stock based on the Sport-Systeme Dittrich BD-44 folding stock. Both these modifications would be impossible in real life with a regular StG, as its stock contains the recoil spring. The "VDD 34S Weighted" stock is mechanically plausible, but appears to be inspired by the H&K PSG-1's stock (albeit made out of wood rather than plastic), which would be anachronistic by nearly thirty years. While the HUD states the proper 7.92x33mm chambering, the weapon can be seen ejecting 8mm Mauser casings.

Sturmgewehr 44 - 7.92x33mm Kurz
Chamber checking when first equipping the StG-44. Note the deceased Fallschirmjäger soldiers inside the U-Bahn tunnels. They might represent the 9th Parachute Division, which historically defended the U-Bahn Outer Defensive Ring during the Battle of Berlin.
Holding the StG-44 in Berlin.
Left side, safety correctly set to fire.
Right side. Note that while the push button fire selector is depicted correctly, the marking on the right side should be "D" (for "Daure/Dauerfeuer" for fully automatic) instead of "E" ("Einzel/Einzelfeuer" for single fire), which is correctly written on the other side when selecting semi-auto).
Aiming in-between a G-Tower flak tower and the Reichstag.
Pushing the magazine release while sandwiching magazines during a rather modern tactical reload.
Inserting the new magazine.
About to chamber the StG after performing a more contemporary empty reload.

Sudayev AS-44 Model 4

The Sudayev AS-44 Model 4 assault rifle returns from WWII, and like the Fedorov Avtomat has a much higher rate of fire than before. It is anachronistically used in 1942, as the weapon did not exist at that time and by the final mission of the campaign, in 1945, it was only a prototype being tested in trials and was never actually adopted or issued. The developers seem to have confused the adjustable dust cover with the fire selector (possibly due to the resemblance to the AK-series fire selector levers) and thus the real selector used on the Model 4 and onwards isn't physically present on the rifle.

AS-44 Model 2 - 7.62x41mm M43
AS-44 Model 2 - 7.62x41mm M43
Sudayev AS-44 Model 4 - 7.62x41mm M43
The AS-44 in the customization screen outfitted with a bipod, which should be under the front sight. Note the barrel ends after the front sight post, unlike in reality. This might have something to do with the ability to change the muzzle devices in the customization menu.
Chambering the rifle when initially equipping it.
Idle with the rifle.
Inspecting the left side of the AS-44. Note the strange presence of a PPSh-style fire selector, which did exist on the Model 2 version of the rifle, although it is unknown if it functioned as a fire selector. For the Model 4, the spot right above the trigger should have a cutout for a swinging style of fire selector.
Right side, with aforementioned dust cover which bears resemblance to the AK-series fire selector/safety. In game it acts like said AK selector, though due to a bug the cover disappears into the bottom of the rifle when set to semi-auto. In reality, the dust cover simply remained pointed up until the charging handle was pulled, where it would be pushed down by the charging handle. The real (push through) safety is correctly modeled, and visible near the top of the pistol grip.
Aiming.
Thumbing the magazine release.
About to load a new magazine.
Pulling the charging handle on empty. Note the smoking barrel.

Tokarev SVT-40

The SVT-40 returns from WWII, being used by Soviet soldiers and Partisans. It features a short "fast mag" and an extremely long, curved magazine seemingly inspired by 45-round AK magazines. A short barreled version also exists that reflects the short-barreled SKT40. Of note, the P/U scope in-game is labeled as the "SVT40 PU 3.5x" scope, a reference to the fact that the P/U scope was originally intended for the SVT-40 as a sniper rifle, but problems with zeroing the rifles led to the Soviets re-using the scopes and creating new mounts for the Mosin Nagant. Despite this, the gun uses the Mosin Nagant-style of scope mount instead of the original one made for the rifle.

Tokarev SVT-40 - 7.62x54mmR
Misha Petrov in a factory in Stalingrad with the SVT-40.
Chamber checking the SVT when first acquiring it. Note that originally the equip animation was bugged; a round would always be in the barrel. This was fixed in a later patch as seen here.
Holding the rifle.
Inspecting the safety.
Checking the right side.
Aiming.
About to load a new magazine on empty...
...and chambering the rifle.
Tokarev SVT-40 with PU sniper scope - 7.62x54mmR
Gunsmith view of the SVT-40 fitted with a PU Scope. Oddly, despite being explicitly referred to as the "SVT-40 PU" scope (even when mounted to other weapons), the scope is mounted using a Mosin Nagant scope mount instead of the one meant for the SVT-40.

Bolt-Action Rifles

Like in Call of Duty: WWII, the sniper rifle category consists of bolt-action rifles and the PTRS-41, all of which are fitted with scopes by default. Almost all scopes are dual rendered, but unfortunately feature a generic fine cross reticle. These can be changed for certain scope modifications but not for the default scopes. Most of the magnified optical attachments will cause the player character to load individual rounds, regardless of if the top is blocked or not. When using a reflex sight or iron sights, the rifle is reloaded with stripper clips. For both reloads when there are still rounds in the chamber, the character will cover the port when opening the bolt. In the case of the stripper clip, the character with push it in part way, accounting for how many rounds were expended, and retain the extra bullets still on the clip. Due to an oversight or bug, when the character has no little to no remaining they will still reload with a fully loaded clip, albeit just loading the equivalent amount of ammo left. Save for the Lee-Enfield, every rifle has a chamber check performed when first equipping them, which is a different animation from the inspect animation chamber check.

Arisaka Type 38

The Arisaka Type 38 long rifle is featured as the "Type 99", though the in-game default caliber is the original 6.5x50mmSR Japanese cartridge and the in-game rifle also has the Type 38's rear sight. However, the proper Type 99 barrel and rear iron sight are available attachments in the Gunsmith. In the campaign, it is the main rifle of the Japanese soldiers, appearing both scoped and unscoped and often fitted with a bayonet. Stripper clips cannot be used with the sniper scope, despite the latter being offset. As with many depictions of the Arisaka series of rifles, it lacks its dust cover.

The rifle can be converted to use the MG13 magazine for apparent "8mm" (presumably 7.92×57mm Mauser) ammunition, though the ammo depicted is still 6.5x50mmSR. In addition, it can weirdly be converted to use the MG13's magazine loaded with the 9x22mmR Japanese cartridge, containing only 8 rounds. For some reason, the relevant attachment has a completely different name ("5.6mm", which is normally used for the .22 LR attachments of the game). The "fast mags" attachment adds a Gew.43 or SMLE style magazine (which used to contain an absurdly small 3 rounds). A completely fictional 20-round drum magazine is also available.

Arisaka Type 38 rifle - 6.5x50mmSR Arisaka
Holding the rifle somewhere in the Pacific. Note the German S84/98 bayonet reused from the Kar98k, despite a model for the proper Japanese Type 30 bayonet existing on the single player Japanese soldiers. Before a November 2021 patch, the bayonet originally was an incorrect spike-type, possibly the one from the Mosin Nagant.
Chamber checking, similar to the first time equip animation. Note the imperial chrysanthemum and vent holes.
Aiming down the iron sights.
Removing a partially used clip during a top-up reload.
About to push in a full clip of 6.5x50mmSR.
Arisaka Type 97 Sniper Rifle with 2.5x Kokura scope - 6.5x50mmSR Arisaka
Loading individual rounds on a 2.5x Kokura scope equipped Arisaka, despite the fact that the scope is offset to allow the use of stripper clips. Also note the lack of rubber cup on the scope.
Jackson using his wrinkly hand to close the bolt on an Arisaka he recently liberated from a Japanese sniper.

Arisaka Type 99

Arisaka Type 99 standard rifle with monopod - 7.7x58mm Arisaka
Arisaka Type 99 long rifle - 7.7x58mm Arisaka
A pseudo-Arisaka Type 99 with monopod built in the customization screen; the barrel customization gives it the length of the long Type 99, however the barrel past the band is covered with an upper handguard like the standard Type 99. Note that the rear iron sight is much larger than in reality.

Karabiner 98k

The Karabiner 98k rifle appears in the game. Unlike in Call of Duty: Modern Warfare, the rounds left on the stripper clip when reloading are tracked properly, which applies to other stripper-clip loaded weapons too. The stripper clip is used with iron sights or other small scopes - larger sniper scopes use round-by-round reloads, as the chamber is blocked and stripper clips cannot be used. The "Krausnick IS98K" iron sight attachment gives the gun a Gewehr 98 Lange Visier style of rear sight.

A fictional 5-round detachable magazine (prior to Season 3, it used to hold 3 rounds) exists as the fast mag option- detachable magazines would never work with a Mauser rifle due to the design of the receiver rails and feed system. However, the extended magazine is real, based on the 20-rounder Gewehr 98 trench magazine, but is incorrectly depicted as detachable.

Karabiner 98k - 7.92x57mm Mauser
A German soldier holds the rifle during the Battle of Stalingrad.
Holding the Kar98k during a fictionalized bombing of Paris during the real French Resistance uprising.
Aiming.
Removing a partially used clip.
About to load a new clip of 7.92x57mm Mauser.
Kingsley struggles to load a clip into his recently captured Kar98k during Operation Tonga. His struggles may have something to do with the rounds being far too strongly attached to the clip; while not visible here, during this sequence he somehow manages to shove the entire stripper clip into the gun, rather than just the rounds on it.
Chamber checking an empty Karabiner.
Karabiner 98k with S84/98 bayonet - 7.92x57mm Mauser
Arthur Kingsley performs a bayonet charge with his captured Kar98k with the misplaced mounted bayonet.
Karabiner 98k with Zeiss ZF39 scope - 7.92x57mm Mauser
Loading individual rounds into a Karabiner equipped with a Zeiss ZF39 scope (which in the campaign is incorrectly referred to as the ZF41, in addition to apparently having 7x magnification).
Mauser Gewehr 1898 trench - 7.92x57 mm Mauser
A pseudo-Gewehr trench build.

Lee-Enfield No.4 Mk. I

The Lee-Enfield No.4 Mk.I appears exclusively in the campaign and only feeds from a single 5-round clip rather than the usual 10 rounds from two clips. The rear sight is chopped off, so the top half is missing. The bolt is palmed, which was not a technique taught by the British for use on this rifle. Arthur Kingsley loses his Lee-Enfield in a lake in the intro of Operation Tonga, but is able to acquire a new one later on in the mission. Lucas Riggs also uses the rifle during the Second Battle of El Alamein.

Lee-Enfield No.4 Mk.I - .303 British
Kingsley about to pull the cocking piece on his Lee-Enfield.
Lucas Riggs with the No.4 Mk. I rifle.
As with the Sten, the upper half of the rear aperture sight has been mangled off.
Removing the partially used clip after topping off.
Thumbing in a mere single clip of .303 on the Lee-Enfield's reload.
Incorrectly working the bolt. The animation appears to be the same as the Kar98k.
A member of the 6th Airborne in default pose with a Lee-Enfield without its magazine. A few of the paratroopers during this level are equipped with these for some reason.
An ANZAC soldier, this time with a proper Lee-Enfield, motioning his rifle to cycle its action.

Mosin Nagant M1891/30

The Mosin Nagant M1891/30 returns from "WWII" as the "3-Line Rifle", a name which was mostly dropped in favor of "Mosin rifle" by the 1920s. A scoped variant called "Requiem" is used by Polina Petrova as her main weapon of choice throughout the campaign, originally belonging to her father. The stripper clip is incorrectly knocked out of the weapon by the bolt- in reality, it would need to be removed by hand before operating the bolt closed. The striker does not fly forward when the trigger is pulled. The Mosin's spike bayonet is available as a customization option.

A very anachronistic detachable magazine appears as the fast mag option for the Mosin; this originally held 3 rounds, despite being longer than the 5-round internal magazine. A version of this magazine with a larger floorplate (holding 5 rounds of .303 British) and a larger detachable magazine (holding 20 rounds of .30-06 Springfield) are also available; the former conversion is fictional, while the latter has at least some basis in reality (with the Bannerman company having converted some surplus US-made Mosins to this caliber in the 1920s for the American commercial market), though neither saw use in combat. Both are housed inside the shell of the old integral magazine, making it tricky to fit rounds into them, given the fact the detachable magazine is now narrower than the old one; this could conceivably explain the lower capacity in a longer magazine (as a single-stack magazine would hold fewer rounds for a given length than a double-stack one), were it not for the fact that a Mosin's magazine is already a single-stack, and couldn't really be made any narrower. Additionally, the magazine release is attached to the back of the magazine itself, rather than the magazine well; while such magazines do exist (e.g. on the MAS-49), the magazines shown in-game have no obvious way for the catch to interface with the rifle in any way.

Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mmR
Polina with her Mosin Nagant in Stalingrad.
Instead of checking the chamber like the default animation (in multiplayer), when picking up the rifle for the first time Polina points it downwards while cycling the action.
Polina with "Requiem" in the Stalingrad suburbs (note the engraved nightingale birds). Like the default Mosin Nagant in multiplayer, it is fitted with a PEM scope. The rifle is apparently an "old rifle" belonging to her father, which might imply an older M1891 which was converted into an M91/30 Sniper Rifle, though this is unlikely.
In a cutscene near the end of the game, Polina comically bashes a German soldier with her Mosin. The technique she uses is rather inadvisable, however, as she brings the rifle down on the magazine and trigger guard.
Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope and down turned bolt handle - 7.62x54mm R. The PU scope on this example is one of the repurposed SVT-40 scopes, 91/30 PU scopes had consistent tube diameter as the mount rings were shorter.
Loading a Mosin Nagant fitted with a 3.5x PU scope, which in-game is a variable zoom 3-8x scope. Note that when loading from empty, the bolt head will be forward until the first round is loaded...
...then will reset to where it is physically supposed to be. This appears to be a bug.
Chamber checking on empty; when fitted with any optic, most of the rear sight base will be removed for some reason. Note the Izhevsk factory marking on the reciever.
Mosin-Nagant M91/30 - 7.62x54mmR - for comparison
Using the iron sights of a scope-less Mosin Nagant Sniper Rifle.
Removing a partly spent clip while standing on the Children's Khorovod.
About to load a full clip. Note that Barmaley Fountain appears to be placed in front of Gorky Theater and a building resembling Univermag (which were at Fallen Fighters Square). The Fountain should instead be in front of the Central Railway Station and Repnikova house, as this is where it was in reality.
A Soviet soldier, who bears some resemblance to Koulikov, with his Mosin. Note that all Soviet soldiers who have Mosin rifles have scope-less Sniper Rifle models (as evidenced by the turned-down bolt). In addition, all rifles seen in their hands are missing their magazine floorplates for some reason.

Machine Guns

By default, all machine guns do not have their bipods attached, as it is instead a customization option.

Bren Mk2

The Bren Mk2 appears in the game as a light machine gun. It has a much more accurate fire rate than in Call of Duty: WWII, however the player character holds the gun by its gas tube, a sure-fire way to burn your hand. The fictional 100-round drum magazine from WWII also returns in Gunsmith as a possible magazine attachment for it, as opposed to the real-life pan for the MkI. 6.5x50mmSR Arisaka is an available ammo conversion, which is fictional. The magazines used to look like the ones used in the 7.92x57mm Mauser Bren guns. Arthur Kingsley starts off with one during the final mission during the Battle of Berlin, despite holding an MP40 in the cutscene before.

Bren Mk2 - .303 British
Racking the charging handle when first equipping the Bren.
Idle with the Bren MG.
Inspecting the fire selector, which is toggleable.
Right side.
Viewing the Union Jack and Red Ensign.
Releasing the magazine at the start of the reload. For the empty reload, the charging handle is racked first, though the animation is obscured by the magazine and weapon body.
The magazine is always depicted with two rounds, regardless of how many rounds have been fired (including if all rounds have been expended).
Rocking in a new magazine.

ZB vz. 26

Equipping the "Queen's 775 Scepter" barrel, "6.5 Sakura 30 Rounds Mags", and "Oak & Shield 12B" stock gives the Bren the general appearance of a ZB vz. 26, just with the later Bren rear sight.

ZB-26 - 7.92x57mm Mauser
CoDVanguard-BrenZB1.jpg
CoDVanguard-BrenZB2.jpg

Charlton Automatic Rifle

The Charlton Automatic Rifle returns from WWII, again named the "NZ-41" and classified as an assault rifle. As with WWII, its model is mirrored and uses 10-round SMLE magazines by default, though this time they hold a ludicrous 30 rounds in gameplay (as compared to WWII's also-inaccurate 24). It can be modified with an extended Bren magazine. It can be rechambered in both 7.92x57mm Mauser and 6.5x50mmSR Arisaka rounds; the latter's magazine model is that of a 30-round Bren magazine, which ironically would be appropriate for the default model but not the rechambered one.

Charlton Automatic Rifle with 10-round magazine - .303 British
An ANZAC soldier fires the Charlton. Note the magazine is just slightly too long.
The player holds a Charlton, wondering why Sledgehammer insists on mirroring the ANZAC weapons.
Inspecting the inverted left side...
...and inverted right side.
Aiming.
The player character loads a new SMLE magazine, wondering how they crammed 30 rounds into it. Note that the magazine release is animated and used.
Pulling back the contraption action to chamber a round. This animation is also used when first equipping the Charlton.
Charlton Automatic Rifle with 30-round magazine - .303 British
The automatic rifle loaded with a 30-round Bren magazine, which the in-game customization is stated to have 45 rounds of 6.5x50mmSR Arisaka.

Degtyaryov DP-27

A Degtyaryov DP-27 with the pistol grip of the DPM variant is indexed as the "DP27" in Vanguard. It has a noticeably higher rate of fire than the real weapon, and the pan magazine holds 63 rounds (like on the tank-mounted DT variants) instead of 47. A proper 47 round pan magazine is available in the Gunsmith, although the magazine model will not reflect the real-world magazine.

An upgraded pan magazine holds 105 rounds, while the 30 round "speed belt" (which unlike most "fast mag" capacity buffs after Season 3, machine guns are not affected) upgrade converts the weapon into effectively an RP-46, which is anachronistic (although given later seasons in the game that add multiplayer maps that take place after 1946, it may not be), and also peculiar as a "speed" option, as a belt should take longer to reload then a magazine. With this upgrade, the chamber still has a round in it when reloading from empty. The player character holds the weapon with their fingers in the way of the bolt, which would be very painful in real life. Additionally, one of the stock options uses the stock of the PKM, which is anachronistic by a few decades.

Degtyaryev DP-27/28 - 7.62x54mm R
Degtyarev DPM - 7.62x54mm R
Gunsmith view of the DP-27/DPM hybrid with heat shield, bipod, and flash hider.
Racking the action when first equipping the machine gun.
Holding the DP in the streets of Stalingrad.
Aiming down the iron sights.
Popping the magazine release.
The bolt locked forward, right before the player character locks it back.
Loading a new dinner plate onto the gun.

RP-46

RP-46 - 7.62x54mm R
An experimental version of the Degtyaryov DP-27 developed by Dubynin A.A. and Polyakov P.P. (the creators of the RP-46) between 1940-42 (note that it feeds from the left) - 7.62x54mm R
GVG (Goryunov-Voronkov-Goryunov) experimental machine gun from 1942, which could feed from a DP pan magazine or from a belt (feeding from left) - 7.62x54mm R
A RP-46 in the customization screen.
Inspecting the RP-46 in an ahistorical setting. Note the rounds are depicted with physics, thus due to the angle the weapon is being held at one of the links doesn't appear connected.
About to lock the bolt back when reloading from empty. Note the bullet floating above the bolt, which seems to be a bug with the RP-46 customization. It doesn't move even after the bolt is cocked back.
The player character holds the belt with his thumb while closing the top cover, floating bullet still present.

Kg m/40 Automatic Rifle

The Kg m/40 automatic rifle was added in Season Two, classified as an assault rifle. It is missing its flash hider.

Kulsprutegevär m/1940 - 6.5×55mm Swedish
Promotional image of the Kg m/40.
Holding the Kg m/40 in Norway.
Inspecting the right side.
Sighting up some gondola cars while scanning for enemy infiltrators.
Using the charging handle at the start of the empty reload.
Throwing the empty magazine...
...and inserting a new one.
The bolt forward on empty.

M1918A2 Browning Automatic Rifle

The M1918A2 Browning Automatic Rifle appears with a stylized and elongated handguard by default, and is classified as an assault rifle. The gun is select-fire in-game, but lacks the slow/fast auto settings of the real M1918A2 and is instead portrayed with a semi/full-auto selector, similarly to the original M1918 (though the full-auto mode in-game has the slow rate of fire as opposed to the M1918's fast one). The in-game model also has holes drilled into the trigger guard and a fictional box magazine in MP by default. It should be noted that in the single player, the BAR is fitted with the correct handguard and magazine model. Equipped the "8mm Klauser" magazine will give you the proper magazine model. Barrel attachments include the Colt R75A ribbed barrel and carry handle, but with the proper A2 handguard. The two curved magazine options are based off of the Kg m/21's 20-rounders and an experimental 40-round curved magazine made for AA purposes during WWI, respectively. Both are labeled as being in .50 BMG, a rather ludicrous choice - if nothing else, a .50 BMG round is over two inches longer than a .30-06 one, so a .50 BMG round wouldn't even be able to fit into the BAR's receiver without modifying it heavily enough to bring up some serious Ship of Theseus discussions.

Anachronistic 10 round aftermarket magazines are available as the "20 round fast mags"; as the name would imply, these hold twice as many rounds as they ought to (prior to Season 3, it used to hold 12 rounds, still too many). The late-war carrying handle is anachronistic for most campaign missions the BAR appears in.

M1918A2 Browning Automatic Rifle - .30-06 Springfield
M1918 Browning Automatic Rifle - .30-06 Springfield
A faux build of an M1918 BAR, fitted with A2-style handguard and R75A-esque finned barrel, but World War I-era wood stock and iron sights. Unlike previous Call of Duty games, rear iron sight notches can be switched out and changed in the Gunsmith. The WWI-style of sights is an unlock.
A US soldier guards an LST with his default stylized BAR.
Looking at the M1918-style selector, in this screenshot set to the semi-auto mode.
Looking at enemy fighter planes through its WWII-era sights.
Loading the incorrect magazine.
Racking the charging handle on the more correct single player model. This animation is also used when first equipping the BAR.
Right side of the BAR with the bolt forward.

Colt R75A

Colt Model of 1925(R75) Commercial BAR - .30-06 Springfield
A R75A style build.

Marlin Model 1917

The Marlin Model 1917 was added in Season 2 as a fictional handheld version known as the "Whitley". As with the BAR, a fictional (and ridiculous) ".50 BMG" conversion is available as well as a conversion to .303 British (which did exist).

Marlin Model 1917 - .30-06 Springfield
Promotional image of the "Whitley". It has a side grip to help stabilize the weapon and feeds from a smaller belt-box or drum.
Racking the charging handle when first equipping the Marlin.
Holding the 1917 on the USS Texas.
Left side.
Right side.
Aiming.
Ejecting low-res casings while firing.
Replacing the box magazine on empty, after which the charging handle is used. Note that the magazine is always depicted as full, even when removing the spent magazine.

MAS AA-52

The MAS AA-52 was added in Season 4 as the "UGM-8" as part of the 1950s Warzone weapons. By default, it has fictional barrel cooling rings and fictional foregrip.

MAS AA-52 GPMG - 7.5x54mm French
Holding an AA-52 in Casablanca.
Right side.
Aiming into the harbor.
Racking the charging handle at the start of the empty reload. This animation is also used when first equipping the weapon.
Opening the top cover, revealing the barrel is a flat texture.
Ignoring this, the player attaches a new box magazine.
The player character inspecting the machinegun having spent all of his rounds.

MG 42

The MG 42 returns from WWII with a much more accurate rate of fire. The drum holds a correct 50 rounds in the campaign, but an incorrect 125 in multiplayer. Originally in the beta, the gun had its recoil booster removed, which can still be seen in single-player. In the full release of multiplayer, the recoil booster was added back by default, unless the muzzle attachment is changed. The belt links are incorrectly depicted as disintegrating. Like the DP-27, the fast mag option adds a belt of 50 rounds, which would more than likely take longer to reload than the drum in real life. The MG 42 can be rechambered for 6.5x50mm Arisaka rounds or even more ludicrously, 13.2x92mm TuF. A square belt box appears as an extended option, this box is anachronistic, borrowed from the post-war MG3. The "VDD 680mm 31M" barrel attachment makes the weapon resemble the Rheinmetall MG 39 Rh.

In the campaign, the MG 42 is used extensively, both in man-portable form by "Jagermorders" or German heavy soldiers, and mounted on vehicles and emplacements. It also makes a bizarre appearance in the Bougainville mission set in the Pacific theater, used in Japanese positions, and Wade Jackson even uses a modified one to clear a Japanese airfield.

MG 42 with drum magazine - 7.92x57mm Mauser
MG 42 with drum magazine (and missing booster), used by an aforementioned "Jagermorder" soldier. Interestingly, it appears that after the recycling of the venerable Black Ops III model (which itself is from World at War) up to Cold War, the MG 42 finally gets a brand new model.
Holding the MG 42 atop the Reichstag. When first equipping the weapon the player racks the charging handle.
Sights.
Reloading from empty. When reloading with ammo left, the character will push the rounds back into the Gurttrommel before unclipping it.
Pulling new rounds out of the magazine.
Pulling the charging handle. Unfortunately, this only happens at the end of the reload; this means that the player character slams the top cover shut with the bolt still locked forward, an excellent way to damage the feed tray's cam track in reality. Note there isn't a hole in the charging handle; the character's fingers are just clipping into it.
Loaded with a belt.
One of the aforementioned booster-less MG42 machineguns. Note that it appears to be be in a completely fictional tripod mounting.
Instead of using the Type 92 heavy machine gun, Japanese forces inaccurately use the MG42. Note the incredibly dubious mounting method.
Sgt. James "Booker" Washington prepares to give Wade a custom MG 42, modified to resemble an anti-air/aircraft-mounted gun. A more accurate choice would be the MG 15 machine gun, which the Japanese copied as the Type 98. In classic FPS fashion, the drum holds infinite ammo throughout this sequence.
For some reason, a second of these custom MG 42 machineguns appears mounted (floating) on the rear cockpit of the D3A Type 99, and is used by Mateo Hernandez until it inexplicably disappears when Jackson gives Washington back his MG 42. What should be mounted there (inside the rear of the cockpit) is a Type 92 light machine gun.
Rheinmetall MG 39 Rh - 7.92x57mm Mauser
A close-up of the MG 39 Rh-esque barrel option.
Another view.

Type 11

The Type 11 light machine gun is available. It reloads in a very similar manner to Battlefield V's default Type 11; the hopper is removed and exchanged for a new one, or a clip is simply inserted if one is expended (though the clip-based reload is only used if the number of missing rounds is a multiple of 5, likely to ensure that reloads will always top off the hopper completely). One upgrade is a completely fictional ZB-26-style straight magazine holding 20 rounds; fictional drum magazines are also available. Despite being a Japanese machine gun, the Type 11 is inexplicably found in the opening mission "Phoenix", set in Germany.

Type 11 light machine gun with bipod/sling - 6.5x50mm Arisaka
Gunsmith view of the Type 11 light machine gun fitted with a bipod.
Holding the Type 11 in Shuri Castle.
Right side.
Sights. There appears to be a serial number on the rear sight.
Loading a fistful of clips (this is the max amount loaded before the empty reload, as there is only one clip remaining in the hopper).
Removing the empty hopper while standing in front of the location used for Castle's loading screen in World at War.
About to attach the new hopper.
Racking the bolt. This is also done when first equipping the gun.

Type 91

Removing the stock turns the Type 11 into a Type 91, the vehicle-mounted version.

Type 91 Light Machine Gun in tank mount - 6.5x50mm Arisaka
A Type 91 style build outfitted with a scope that is slightly shorter than the one equipped on the real Type 91.

Vickers Mk. I

A man-portable depiction of the Vickers Mk. I is available in the game as a killstreak called the "Deathmachine" (or "Frankengun" during the Alpha). It has 100 rounds, which are explosive, as well as unusable AA sights. One of the voice lines when deploying it yells "Spinning up Deathmachine!" implying that the developers believe that the Vickers is some form of Gatling gun, not unlike the M134 used in previous games in the franchise. When the weapon is empty, the ammo crate is still modeled with rounds in it.

Vickers Mk. I with ribbed water jacket - .303 British
The Deathmachine's killstreak artwork. Note how it lacks the Vickers's distinctive swinging charging handle; instead, it has what appears to be a Browning M1917's charging handle mounted on the left side of the receiver.
Riggs hefts the Vickers gun. The depiction sports a chainsaw grip and belt box, similar to the MG08/15 in Battlefield 1.
Holding the Vickers. The red markings indicate tracer/explosive rounds, however the projectile itself is modeled after a standard .303, and not the actual explosive projectile.
Vaulting with the Vickers, giving a view of the carry handle.
Wider view of the gun caused by climbing a ladder.
A character firing the Vickers in the multiplayer trailer.

Grenades and Explosives

AN/M14 incendiary grenade

The AN/M14 incendiary grenade is used by Kingsley to disable a naval gun in the Merville Gun Battery mission. This is a reference to the fact that the British paratroopers in the actual operation lacked sappers and proper explosives and resorted to using whatever was available such as Gammon bombs' plastic explosive for the task. It is also available in multiplayer as the "Thermite".

AN/M14 incendiary grenade. This is a pre-1987 example with the old color scheme (gray body with purple markings), modern examples have a red body with black markings.
CoDVanguard-Thermite1.jpg
CoDVanguard-Thermite2.jpg

Bangalore Torpedo

A Bangalore Torpedo is used by Kingsley to destroy a naval gun in the Merville Gun Battery mission. This is a reference to the fact that the British paratroopers in the actual operation lacked sappers and proper explosives and resorted to using whatever was available such as Gammon bombs' plastic explosive for the task.

Crate containing M1A1 Bangalore Torpedoes.
Kingsley feeding a Bangalore to the 15 cm TbtsK C/36 naval gun when realistically it should have been a Gammon bomb and a Skoda houfnice vz. 14/19 respectively.
Igniting the fuse.

F-1 hand grenade

Several F-1 hand grenades can be seen hanging on Soviet soldiers' uniforms.

F-1 High-Explosive Fragmentation hand grenade
Red Army soldier with F-1 grenades in the Stalingrad mission.

M18 Smoke Grenade

The M18 smoke grenade is used by Evans to neutralize a German naval gun crew in Operation Tonga. While featuring a new and appropriate yellow model unlike the faux white one from Call of Duty: WWII, it appears that the additional pseudo German version from WWII is also reused in the campaign. It is also featured in multiplayer as the "Smoke Grenade".

M18 smoke grenade - Yellow.
CoDVanguard-Smoke1.jpg
CoDVanguard-Smoke2.jpg

M18A1 Claymore

The M18A1 Claymore is featured as a component of the fictional trophy system which was added in Season 3. Its appearance in WWII is heavily anachronistic as it was developed in the 50s, adopted by the US military in 1960, and saw first combat usage in 1966 during the Vietnam War.

M18A1 Claymore anti-personnel mine

Mills Bomb

Mills Bombs are carried by British paratroopers in the reveal trailer. They also appear in artwork for the Warmachine field upgrade.

No. 36M Mk.I "Mills Bomb" High-Explosive Fragmentation hand grenade.
The Warmachine's artwork, featuring Mills Bombs behind the 2-inch mortar rounds.
CoDVanguard-MillsUniform.jpg

Mk 2 Grenade

American Mk 2 hand grenades are used by US forces during the campaign. It is also the standard grenade in multiplayer.

Mk 2 High-Explosive Fragmentation hand grenade
The Mk 2 in the MP grenade-selection menu.
The Armor Plates field upgrade's artwork features 3 Mk 2 grenades prominently.
Wade places a Mk 2 grenade on a Type 41 gun to disable it although the lever has not been removed.

Mk. V CN Gas Grenade

The Mk.V CN Gas Grenade appears as the "Gas Grenade".

Mk. V CN Gas Grenade
The Mk. V in the grenade selection menu; note how it is incorrectly shown as impact-detonated and features a small metal square on the body that serves no obvious purpose.
CoDVanguard-GasGrenade.jpg

Model 24 Stielhandgranate

Model 24 Stielhandgranates can be used in the campaign, called "Model 24 Hand Grenade". It is also carried by Nazi zombies.

Model 24 Stielhandgranate "Potato Masher" high-explosive fragmentation hand grenade
CoDVanguard-Stielhandgranate1.jpg
CoDVanguard-Stielhandgranate2.jpg
CoDVanguard-Stielhandgranate3.jpg

Nebelhandgranate 39

The multiplayer character Constanze carries a bag full of Nebelhandgranate 39 smoke grenades.

Nebelhandgranate 39
CoDVanguard-Nebelgranate1.jpg
CoDVanguard-Nebelgranate2.jpg

No. 69 Mk. I

The No. 69 Mk. 1 returns from WWII, once again incorrectly depicted as a stun grenade. It is also incorrectly used by the Germans in the Hamburg mission. The multiplayer characters throw it using only one hand in a rather tactical and too modern manner for the setting due to reusing Modern Warfare mechanics.

No. 69 Mk. 1 High-Explosive hand grenade.
The No. 69 Mk. 1 in the multiplayer grenade-selection menu; apparently unsatisfied with just one impact-detonated British hand grenade, Sledgehammer decided to add another and completely ignore how it actually works.
CoDVanguard-No69-1.jpg
CoDVanguard-No69-2.jpg

No. 74 Mk. I S.T. Grenade

The British No. 74 S.T. Grenade is available via Season 2.

No. 774 Mk. I Anti-Tank Grenade S.T. "Sticky Bomb"
Pulling the pin.
Holding the grenade.

No. 77 Mk. I Grenade

The No. 77 Smoke Grenade Mk. I is notably used by the British paratroopers to flush out a German bunker in Operation Tonga. It was also added to multiplayer with Season One as the "Incendiary Grenade".

No. 77, W.P. Mk. 1 Incendiary Smoke hand grenade.
Priming an "Incendiary Grenade".
Holding the grenade.

No. 82 "Gammon Bomb"

The No. 82 Gammon Bomb appeared as the "Impact Grenade" in the Alpha; the release build of the game changed this to "Gammon Bomb".

No. 82 Gammon Grenade
The Gammon in the multiplayer grenade selection menu; unlike the one in the reference image, the in-game Gammon's bag is completely full.
Priming a "Gammon Bomb".
Holding the grenade.
Arthur takes a look at Webb's attached Gammon Bombs.

RGD-33 stick grenade

Some RGD-33 stick grenades are also seen carried by Soviet soldiers during the campaign. They are also part of Polina's multiplayer outfits.

RGD-33 stick grenade.
CoDVanguard-RGD1.jpg
CoDVanguard-RGD2.jpg
Two RGDs on Polina's "Winter Siege" outfit.

RPG-40 anti-tank grenade

An RPG-40 anti-tank grenade is seen tucked on Polina Petrova's belt.

Soviet RPG-40 anti-tank grenade
CoDVanguard-RPGAT1.jpg

S-Mine

The S-Mine returns as the "S-Mine 44" (being generically referred to as the "Proximity Mine" in the Alpha); gameplay-wise, it is analogous to the M18 Claymore from the series' more modern entries, with an incorrect proximity fuze instead of the real mine's pressure-based fuze.

S-Mine 35. Note the fuze is in the center of the mine body; the later S-Mine 44's fuze was instead offset.
CoDVanguard-S-Mine1.jpg
The S-Mine in the multiplayer grenade/equipment menu; note the offset fuze.

Type 97 Hand Grenade

The Type 97 hand grenade can be used during the Pacific single-player campaign.

Type 97 hand grenade
A Japanese soldier with the grenade in his webbing, which seems to be missing its horizontal grooves. For the same reason as the Japanese using STG44s, he is equipped with a Becker shotgun.
A box full of grenades.
Pulling the pin on the Type 97.
Holding the readied Type 97.

Flamethrowers

Flammenwerfer 35

The German Flammenwerfer 35 is available as part of the "Flamenaut" streak, which also includes a heavy armored suit like the "Flame Trooper" from Battlefield 1. This suit obscures your vision but gives you much more health.

Flammenwerfer 35 flamethrower
Realizing he is on the set of The Thing, the player character quickly dawns the "Flamenaut" suit.
Idle in the limited view suit.
Burning out some pesky critters.
The Flamenaut killstreak's artwork; note how the suit comes with what appears to be an anachronistic Soviet GP-5 gas mask.
Polina sights up a German Flamenaut...
...and he goes up in flames, while also giving a full view of the gun.

M2 Flamethrower

The M2 Flamethrower is exclusive to the campaign; it is used by American soldier Lewis Howard during the Pacific segment, and is later taken and used by Wade Jackson to burn out Japanese positions. An unusable M2 Flamethrower is also seen on a table in the buy round of the "Champion Hill" multiplayer mode.

M2-2 flamethrower
Holding the M2.
Firing into a IJA gun position.
Lewis Howard with his M2.
Wade assists Howard by lifting some barbed wire.
Howard lighting up a Japanese position with his M2.

Launchers

Bomb Thrower, 2 inch, Mk I

The Bomb Thrower, 2 inch, Mk I appears as the "MK11 Launcher". The "Warmachine" killstreak is a fictional version of it that somehow fires in semi-auto and feeds from a drum magazine reminiscent of the AGS-17 Plamya's belt box.

Bomb Thrower, 2 inch, Mk I (UK) / 2 inch Mortar M3 (US) - 50.8mm smoke bomb
The regular "MK11 Launcher" in Gunsmith.
The Warmachine, in all of its functionally-nonsensical glory. Note that the drum magazine which supposedly should contain the 2 inch mortar rounds seen next to it actually seems too narrow to be able to fit them.
The regular "MK11 Launcher" held in first person on a Hawaiian beach.
Ditto for the "Warmachine".

M1 Bazooka

The M1 Bazooka is the first launcher available. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.

M1 Bazooka - 2.36 inch
The Bazooka in the loadout selection preview.

Panzerfaust

The Panzerfaust appears as a usable weapon. Contrary to its single-shot nature in real life, it is erroneously depicted as being reloadable like the Panzerfaust 150, which started development in early 1945, though its in-game description stills call it a "disposable launcher".

Panzerfaust 60 - 44mm with 149mm warhead
The Panzerfaust in Gunsmith.

Panzerschreck

The Panzerschreck appears in the game. Like the Bazooka, the igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.

RPzB 54 "Panzerschreck" rocket launcher - 88mm
The Panzerschreck in the beta Gunsmith.
A Fallschirmjäger holds his Panzerschreck as he noticed the thrown grenade among 88mm rockets in front of the heavy armory.

Others

Webley & Scott No. 1 Mk. V Signal Pistol

The Webley & Scott No.1 Mk. V Signal Pistol is used several times in key moments throughout the campaign. It is incorrectly depicted as double-action-only.

No. 1 Mk. V Signal Pistol - 1 inch

Mounted Weapons

1.1-Inch/75 Caliber Naval Gun

The USS Enterprise (CV-6) aircraft carrier has several 1.1-Inch/75 Caliber Naval Guns.

1.1-Inch/75 Caliber Naval Gun "Chicago piano" quad mount aboard the USS Pennsylvania - 28x199mm
CoDVanguard-75caliber1.jpg

2 cm FlaK 38

Several 2 cm FlaK 38 anti-aircraft guns can be seen outside the multiplayer maps "Dome" and "Hotel Royal".

2 cm FlaK 38 in single mounting - 20x138mm B
CoDVanguard-Flak38-1.jpg
CoDVanguard-Flak38-2.jpg

2 cm KwK 30

Steiner's Sd.Kfz. 231 armored car is equipped with a 2 cm Kampfwagenkanone 30.

Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB
CoDVanguard-KwK1.jpg

2 Inch Mk. VIII Mortar

The Mk VIII. 2" Mortar is strapped to the backpacks of some of the British paratroopers in the Tonga mission.

CoDVanguard-MkMortar1.jpg

20 mm Oerlikon Cannon

Many Oerlikon 20mm Cannons are mounted on the USS Enterprise (CV-6) aircraft carrier and USS Texas (BB-35) battleship.

Oerlikon Cannon - 20mm
CoDVanguard-Oerlikon1.jpg
CoDVanguard-Oerlikon2.jpg
Two Cannon onboard the USS Texas.

3 Inch/50 Mark 2 Model 4

The stranded American navy cargo ship has several 3-Inch/50 Caliber Naval Gun Mark 2 Model 4 deck guns. Some of these guns are also mounted on the USS Texas.

3 Inch 50 Caliber Anti-Aircraft Gun Display at Chengkungling History Museum, China.
CoDVanguard-3InchGun1.jpg
CoDVanguard-3InchGun2.jpg
CoDVanguard-3InchGun3.jpg
CoDVanguard-3InchGun4.jpg

3.7 cm Bordkanone

A German Stuka dive bomber in the trailer can be seen with two Rheinmetall Bordkanone 3.7. In the final level, gun pods not yet mounted on planes can be seen in the airbase.

Bordkanone 3,7 (BK 3,7) ("on-board cannon 3.7") - 37mm
A Stuka flies overhead, revealing its cannon pods. The lack of dive brakes indicates that this is a Ju 87G-1 variant; these variants of the Stuka would only see production at some point after January 1943, making it anachronistic to the Stalingrad setting as depicted in the gameplay reveal.
CoDVanguard-Bordkanone1.jpg

3.7 cm-FlaK 43

The Type VII U-boat at the end of the mission "Phoenix" has a mounted 3.7-cm-FlaK 43 AA-gun.

3.7 cm Flak 18/36/37/43 - 37 × 263B
CoDVanguard-UFlak1.jpg

40 mm Bofors

Several Bofors 40mm AA guns are seen on the map "USS Texas 1945".

Bofors 40mm L/60 quad mounting - 40x311mmR
CoDVanguard-TexasBofors1.jpg

5 cm Pak 38

Four 5 cm Pak 38 Anti Tank guns can be seen outside the multiplayer map "Red Star". Several Pak 38 are also seen in the single-player missions "Lady Nightingale" and "Fourth Reich".

5 cm Pak 38 anti-tank gun - 50x419mm R
One of three Paks on the map "Red Star".
Arthur Kingsley looks at a Pak inside the Berlin U-Bahn.
Another gun stationied in a park.

5-Inch/38 Caliber Naval Gun

Some Mark 12 5-Inch/38 Caliber Naval Guns are also mounted on the USS Enterprise (CV-6) aircraft carrier.

5-Inch/38 Naval Single Open Mount - 127×680mmR
CoDVanguard-38caliber1.jpg
CoDVanguard-38caliber2.jpg

8 cm Granatwerfer 34

During the mission "Battle of El Alamein", Lucas encounters three Granatwerfer 34 Mortars.

Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)
CoDVanguard-GrW1.jpg
CoDVanguard-GrW2.jpg

8.8 cm Flak 18

Various Flak 18 AA cannons can be seen throughout the campaign and on multiplayer maps.

FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm
CoDVanguard-Flak1.jpg
CoDVanguard-Flak2.jpg
CoDVanguard-Flak3.jpg

8.8 cm SK C/35 Naval Gun

The Type VII U-boat in the mission "Phoenix" is also armed with an 8.8 cm SK C/35 Naval Gun.

8.8 cm SK C/35 Naval Gun - 88mm
CoDVanguard-DeckGun1.jpg

14-Inch/45 Caliber Naval Gun

The main armament of the USS Texas are ten 14-Inch/45 Caliber Naval Gun mounted in five turrets.

14-Inch/45 Caliber Naval Gun - 356mm
CoDVanguard-Texas14Gun1.jpg

15 cm sFH 18

A German 15 cm schwere Feldhaubitze 18 is seen on the multyplayer map "Berlin".

Schwere Feldhaubitzen 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm
CoDVanguard-sFH1.jpg
CoDVanguard-sFH2.jpg

15 cm TbtsK C/36 naval gun

German 15 cm TbtsK C/36 Naval Gun are destroyed by the British paratroopers during the Merville Gun Battery mission. However, this is inaccurate since there were no such guns nor Regelbau M272 casemates as depicted in-game. The actual guns at Merville were old Skoda houfnice vz. 14/19.

15 cm Torpedoboots-Kanone C/36 naval gun in a Regelbau M272 casemate at the Longues-sur-Mer battery, France.
Arthur takes a look at this "125mm gun".
Rear of the gun.
Kingsley opening the breach. Note his partner incorrectly refers to it as a 125mm gun.

Besa

The Besa machine gun is seen mounted in British Crusader Tanks.

Besa tank machine gun - 7.92x57mm Mauser
CoDVanguard-Besa1.jpg

BL 4.5-inch medium field gun

A British BL 4.5-inch medium field gun is seen on a promotional picture for the "Caldera" Warzone map.

CoDVanguard-BLGun1.jpg

Breda Modello 38

Some Italian Carro Armato M13/40 Tanks on the multiplayer map "Desert Siege" are equipped with hull-mounted Breda Modello 38 machine guns.

Breda Modello 38 tank mounted machine gun - 8x59mm RB Breda
Note the white kangaroo which is painted on the turret. This is a sign for a captured M13/40 tank captured by the British in 1941 and then used by the Australian 6th Cavalry Brigade.

Browning M1919A4

M4 Sherman tanks have hull-mounted Browning M1919A4 machine guns.

Browning M1919A4 on an M31C pedestal mount - .30-06

Browning M2

Browning M2 machine guns appear multiple times throughout the trailer, on Douglas SBD Dauntless dive bombers and a Sherman tank in the Pacific. It is also mounted on the B-25 Mitchell bomber in Warzone.

Browning M2 Aircraft, Flexible - .50 BMG
Mateo Hernandez fires his twin Browning M2 machine guns at attacking Zero fighters.
Giving the Zero pilots a mean-mugging.

Cannone da 47/32 M35

The main armament of the Italian M13/40 tank is a Cannone da 47/32 M35.

Cannone da 47/32 M35 - 47mm
CoDVanguard-TankCannone1.jpg

Degtyaryov DT

Soviet T-34/85 medium tanks have hull-mounted Degtyaryov DT machine guns. Some of these late war tanks are seen during the Stalingrad single-player campaign. It is worth mentioning that this model is anachronistic for the Stalingrad scenario; the earlier T-34/76 would be more correct.

Degtyaryov DT - 7.62x54mm R
A hull-mounted Degtyaryov DT on a T-34/85 stopped in front of the blocked Moltke Bridge in Berlin.

MG 13

An MG13 machine gun is mounted on an Sd.Kfz. 231 armored car in the reveal trailer.

Dreyse MG13 - 7.92x57 Mauser
CoDVanguard-SdKfz-1.jpg

MG 15

At Tempelhof airport in "Fourth Reich", Ju 87 dive bombers can be seen armed with rear-mounted MG15s.

MG17 - 7.92x57mm Mauser
CoDVanguard-MG15-1.jpg
CoDVanguard-MG15-2.jpg

MG 17

During a cutscene of "Rats of Tobruk", a wing-mounted MG17 of a Stuka is seen.

MG15 with 75-round double drum - 7.92x57mm Mauser
CoDVanguard-MG17-1.jpg

MG 34 Panzerlauf

The MG 34 Panzerlauf is mounted on German tanks.

MG 34 Panzerlauf - 7.92x57mm Mauser
CoDVanguard-MGPanzer1.jpg
CoDVanguard-MGPanzer2.jpg

MG 81

The MG81 is mounted in the nose of Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.

MG 81 - 7.92x57mm Mauser

MG 131

The MG131 is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.

MG131 - 13x64mm B

MG 151

The MG 151 cannon is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.

MG 151/20 Cannon - 20x82mm

Ordnance QF 2-pounder

British Crusader Mk. II tanks are equipped with Ordnance QF 2-pounders.

Ordnance QF 2-pounder - 40x304mmR (1.57 in)

Winchester Model 1885

The same scoped Winchester Model 1885 from Advanced Warfare is seen hanging on a wall inside a hut on the multiplayer map "Demyansk".

Winchester Model 1885 - .45-70
CoDVanguard-DemyanskRifle1.jpg
CoDVanguard-DemyanskRifle2.jpg

Shpitalny-Komaritski ShKAS

A Soviet Ilyushin Il-4 twin-engined long-range bomber with a nose-mounted Shpitalny-Komaritski ShKAS is seen as the Firebombing Run killstreak.

Shpitalny-Komaritski ShKAS - 7.62x54mmR
The Il-4 in the killstreak-selection menu.

Type 10 120 mm Dual-Purpose Gun

Japanese aircraft carrier Kaga has several Type 10 120 mm Dual-Purpose Gun.

Damaged Japanese Type 10 dual-purpose gun on Guam - 120mm
CoDVanguard-Type10-1.jpg

Type 41 75mm Mountain Gun

Several Japanese Type 41 75 mm Mountain Gun are seen in the single-player campaign.

Type 41 75 mm Mountain Gun
VanguardType411.jpg
VanguardType412.jpg
Two Type 41 on the multiplayer map "Numa Numa".

Type 89 12.7 cm/40 Naval Gun

A heavy Japanese Anti-air gun is mounted on the "Gavutu" map which is a Type 89 12.7 cm/40 Naval Gun.

Twin Type 89 12.7 cm/40 naval gun mounting at Balikpapan, Borneo.
CoDVanguard-GavutuAAGun1.jpg
CoDVanguard-GavutuAAGun2.jpg
CoDVanguard-GavutuAAGun3.jpg
CoDVanguard-GavutuAAGun4.jpg

Type 96 light machine gun

The Type 96 LMG is briefly seen during the ending cutscene of the Bougainville mission. Despite this, it does not actually appear during gameplay; the mounted machine guns are for whatever reason MG42s.

What appears to be a Type 96 is seen on the "Silent Forest" calling card.

Nambu Type 96 (minus magazine) equipped with a 2.5X Fuji periscope sight - 6.5x50mm Arisaka
A Type 96 is fired from a Japanese pillbox at American forces.

Type 96 15 cm Howitzer

A destroyed Type 96 15 cm Howitzer can be seen in a disabled bunker on the multiplayer map "Numa Numa".

Type 96 15 cm Howitzer
CoDVanguard-Type96Howitzer1.jpg

Type 96 AA cannon

Two Type 96 cannons in twin mounting are seen fired by Japanese soldiers during a cutscene. In-game, however, the gun appears only in triple mount.

Type 96 twin mount - 25x163mm
CoDVanguard-Type96TwAA1.jpg
The Type 96 AA gun firing at American warplanes in the Pacific.
Type 96 triple mount - 25x163mm
CoDVanguard-Type96TriAA1.jpg
CoDVanguard-Type96TriAA2.jpg
CoDVanguard-Type96TriAA3.jpg
CoDVanguard-Type96TriAA4.jpg

Type 97 aircraft machine gun

The Type 97 aircraft machine gun is the nose-mounted MG of Japanese Mitsubishi A6M "Zero" fighters and Aichi D3A dive bombers.

Type 97 aircraft machine gun - 7.7x56mmR
The muzzle of a nose-mounted Type 97 aircraft machine gun on a crashed A6M "Zero" fighter.
Wade charges both Type 97s in his captured Aichi D3A dive bomber...
...and checks the flight instruments.

Type 97 light machine gun

Japanese tanks like the Type 95 Ha-Go light tank have turret and hull-mounted Type 97 light machine guns.

Type 97 light machine gun in tank configuration - 7.7x58mm Arisaka
While observing enemy Type 95 tanks, Wade contemplates how the Japanese on Bougainville Island ended up with StG-44s.

Type 97 81mm Infantry Mortar

The Type 97 Infantry Mortar appears during the campaign.

Type 97 81-mm Infantry Mortar
Note the German 80mm Wurfgranate 34 HE rounds next to it.
VanguardType97mortar2.jpg

Type 99 cannon

The "Zeros" are also armed with two wing-mounted Type 99 cannons.

Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB
CoDVanguard-Type99Cannon1.jpg

Unusable Weapons

Walther P38

A Walther P38 is seen on the "Confidential" calling card.

Walther P38 pistol (manufactured at the Mauser Factory) - World War II dated - 9x19mm

Over and Under Shotgun

An over and under shotgun is seen on the "Got A Gremlin" calling card.

AK-47

An AK-47 is seen on the "Hunter and Hunted" calling card.

Type 3 AK-47 with laminated stock - 7.62x39mm

Arisaka Type 99

An Arisaka Type 99 is seen on the "Patient Shot" calling card.

Arisaka Type 99 standard rifle - 7.7x58mm
CoDVanguard-ArisakaCallingCard.jpg

M1903 Springfield

An M1903 Springfield rifle fitted with an Unertl scope is seen on the "Killer Foliage" calling card.

M1903A1 Springfield sniper rifle fitted with a 7.8x Unertl scope - .30-06
Codvg-killerfoilagecallingcard.jpg

Marlin Model 1895

A modified version of the Marlin Model 1895 from Call of Duty: Modern Warfare with a sawed-off stock is used by the T-800 in the "Trust Me" highlight intro from Season 4.

Marlin Model 1895 - .45-70

M2 Mortar

The M2 Mortar is present as the "Mortar Barrage" killstreak.

M2 Mortar - 60mm
Codvg-mortarstreakmenu.jpg

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