Call of Duty: Advanced Warfare
Nice, but where's the trigger?
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Call of Duty: Advanced Warfare is a first-person shooter developed by Sledgehammer Games for Playstation 4, Xbox One and PC, and by High Moon Studios for Playstation 3 and Xbox 360. It is the eleventh title in the series, and was officially released on November 4th, 2014, though preorders were given access the day before.
The story once again does not follow on from any previous entry in the series, instead taking place in a high-tech future dominated by the massive Atlas PMC, an independent armed force as powerful as a first-rate military. The player takes on the role of US Marine Jack Mitchell, who loses an arm during the defence of Seoul from the North Koreans and accepts an offer of recruitment from Atlas rather than retiring. Following a series of attacks on nuclear power plants by the KVA terror group, Atlas' power grows even more, but Mitchell soon finds evidence that charismatic Atlas CEO Jonathan Irons is hiding a sinister secret.
The following firearms are seen in the video game Call of Duty: Advanced Warfare:
Note: spoilers are present in some descriptions.
Advanced Warfare features the same two-weapon system as previous games in the series; in singleplayer the player can use any two weapons they can find, while in multiplayer they can use one primary and one secondary weapon, or use a perk to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival) compared to singleplayer. Multiplayer also introduces variant weapons in "supply drops" which have altered stats and special titles, in a system a little reminiscent of the Borderlands games.
The game also features "Exo Survival," a class-based variant on the Survival mode of Modern Warfare 3 where weapons are bought from an armoury using upgrade points earned during the game. Unlike MW3, there is no persistent unlock system based on player level, the unlocks instead resetting after every match. The class system limits the weapons the player character can use; all classes can use pistols, while the Light class is limited to assault rifles and SMGs, the Heavy to heavy weapons, and the Specialist to shotguns and sniper rifles. This limit can be removed if the player receives the "Weapons Free" perk from a supply drop.
Owing to the future setting, many of the weapons in the game are futuristic versions of weapons which have appeared previously in the series, often using reworked versions of the old models and identical or slightly altered animations for actions like reloading.
During the campaign mission "Sentinel," a collection of antique weapons can be found in Johnathan Irons' office, including a pair of blunderbuss pistols; they cannot be used. A July 2015 update later added the blunderbuss as a shotgun in multiplayer. Contrary to what one might expect from a weapon with a highly complex reloading procedure in a game series known for incorrect weapon operation, the animations seem to be more or less functionally correct- to compensate for the length of the reloading animation (even at the feverish pace shown in game, it still takes far longer than the other shotguns), it is absurdly powerful- not so much based on raw damage (its per-pellet damage model is the same as the "Tac-19"), but on its pellet count- 18, compared to the previously universal standard of 8.
The Colt M1911A1 has been added via a September 2015 update.
The LeMat 1861 single-action revolver has been added via a May 2015 update. The hammer is cocked with the user's dominant thumb when aimed or dual-wielded, and fanned when firing without aiming; either way, it is fired extremely quickly. It is called the "M1 Irons" in-game, and incorrectly holds 6 rounds per cylinder instead of 9. When upgraded in Exo Zombies mode, it gets the correct 9-round capacity, but the weapon model still shows a 6-round cylinder. Despite being based on the percussion model, the weapon fires centerfire cartridges, and, bizarrely, has a swing-out cylinder. The underbarrel shotgun also cannot be used, despite the visible presence of the selector lever on the hammer. At least though, the player character correctly de-cocks the hammer before reloading a non-empty cylinder.
The MP-443 Grach appears in the game with enlarged cocking serrations. It mounts a very large front-mounted accessory rail when using optics, and incorrectly fires in 2-round bursts; only the version used in the mission "Sentinel" has the correct semi-automatic mode. It has an erroneous 12-round capacity by default, but the extended magazine attachment gives the correct 18-round capacity.
In Exo Survival mode it is the secondary starting weapon for the Heavy class; the version the Heavy starts with automatically has the extended mags upgrade. Oddly, this does not stop the player from buying it again by clicking on the word "equipped," which charges two upgrade points in return for nothing at all.
The VBR-Belgium PDW returns from Ghosts as a sidearm, this time being fully automatic and having a garish paint job; unlike Ghosts where the player character holds it at arm's length in one hand, it is held close using the foregrip. By default it has a 15 round magazine, increasing to 22 with extended mags.
In Exo Survival mode it is the secondary starting weapon for the Specialist class. Like the Heavy's MP-443, the Specialist's PDW gets a free extended mags upgrade.
The "AMR9" is a fictional AR15-pattern carbine seemingly based on the AAC Honey Badger model from Ghosts: it is classified as an SMG, which means presumably the magazine is mostly filled with futuristic empty space since it is proportioned like one for an assault rifle. Furthermore, the magwell indicates that it is chambered in 5.56x45mm. It fires in 5-round bursts, and for some reason its fire mode is described as "double barrel" in the HUD in multiplayer.
The "ASM1" is essentially a futuristic Thompson Submachine Gun; the campaign version and the "Speakeasy" supply drop variant in multiplayer come with an M1921 / M1928-style foregrip. It uses a thick dual-column straight magazine with a capacity of 35 rounds in multiplayer, 45 in campaign and 50 in Exo Zombies. The extended magazine attachment in multiplayer gives a 52-round capacity without changing the magazine model, but the "Speakeasy" and "Royalty" variants are actually loaded with a drum magazine; the "Speakeasy" and "Strider" variants also have an actual Thompson stock. The ASM1 is used by Atlas PMC forces, and is one of the most common weapons in the game.
The "MP11" is a fictional SMG which appears to be rebuilt from the Saab Bofors Dynamics CBJ-MS model from Ghosts. One particularly clear sign of this is that the player character always holds it as if it has a foregrip, even when it does not, due to reused animations from the CBJ-MS from Ghosts. Another one is that "Made in Sweden" can be seen on the left side of the gun, the real CBJ-MS being indeed Swedish.
The MP40 has been added via a September 2015 update. This is the only Call of Duty title where the player character holds the underside of the weapon behind the magwell, when in idle. In the other games of the series, the character grasps either the magwell or (incorrectly) the magazine itself.
The "SAC3" is a futurised version of the TDI Vector. The player character always uses one in each hand (meaning it has an automatic akimbo "attachment") and it is only available in multiplayer and Exo Zombies mode. Two supply drop variants, "Blood & Glory" and "Pain & Suffering", are altered to have their stock removed but a longer barrel. An update later added some supply drop variants that are single-wielded.
The SIG-Sauer MPX appears as the "KF5." It is the primary starting weapon for the Light class in Exo Survival. The charging handle incorrectly reciprocates during firing; it seems that the weapon model wasn't designed for this animation, as missing textures can be seen when the charging handle moves backward. Interestingly, the empty reloading animation is the same as the "even" animation of the Call of Duty: Black Ops II "Peacekeeper" when the "fast mag" is used.
The "SN6" is a futuristic HK-style SMG taking most of its style cues from the Heckler & Koch UMP45. Despite clearly having a paddle magazine release, it has the same incorrect detaching operation for an empty magazine as the AK-12. The left side of the receiver indicates "Made in America" and "9x19 Luger", but weapon in-game has a straight magazine; the actual UMP is German, and one with a straight magazine would be chambered in .45 ACP or .40 S&W.
Sten Mk II
The Sten Mk II has been added via a November 2015 update. It is correctly held from the handguard, unlike in most Call of Duty games where it is held from the magazine.
Metal Storm MAUL
The MAUL returns from Ghosts, still called the "Bulldog"; indeed, it appears to share the same model with some touch-ups. It is now only available in standalone configuration, since there is no longer a shotgun accessory option for rifles. It has an incorrect capacity of 6 loads instead of 5. Notably, the player character makes the poor decision (during reloading) of lining up the barrel, then driving it fully into place by slapping the muzzle; this breaks just about the #1 rule of firearm safety: "Don't point a firearm at anything you aren't willing to destroy- such as, say, your own hand".
The "S-12" is a fictional fully-automatic bullpup shotgun; it appears to be based on a Saiga 12 "Kushnapup" conversion, though the model itself most closely resembles a Heckler & Koch G36C. The reloading animation seems to be a modified version of the reload of the Titus 6's flechette mode in Black Ops II; it is a poor fit, since the player character's right hand clips straight through the pistol grip. "12 GA. 2-3/4" can be seen on the side of the weapon.
The "Tac-19" is a reworked version of the UTAS UTS-15 model from Ghosts; interestingly, the game files refer this weapon to as the "UTS-19". It now only has a capacity of 6 rounds, which is at least correct for the reloading animation. The weapon now features a massive forward section and is apparently some sort of concussive sonic cannon rather than a conventional firearm, meaning presumably the cartridges are some kind of energy cell or reactant. Mechanically, however, it is handled as a standard shotgun, with the spherical blast effect purely cosmetic; the weapon actually fires eight hitscan "pellets."
It is the primary starting weapon for the Specialist class in Exo Survival.
The AK-12 returns from Ghosts, this time with bakelite magazines from the AK-74. Its model and animations are overly similar to that in Ghosts, but with a lighter paint job and a curious ghost magazine that manages to detach itself with no assistance from the character holding it when performing an empty reload. The iron sights have been changed from Ghosts, making them less true to that of the real weapon; the front sight is also mounted on the gas block. However, the singleplayer version has the actual front sight seen in Ghosts (including that fact that it is attached to the muzzle brake, like the real AK-12 prototype), and some supply drop variants in multiplayer have the correct front and rear sights.
An AK-47 with a slightly elongated barrel has been added via a September 2015 update.
The "Bal-27" is a fictional weapon based on the MSBS-5.56B Radon model from Ghosts, but with a P90-style overhead polycarbonate box magazine mounted on the top of the stock. It appears to be the primary weapon for Atlas PMC troops, and is used by them throughout the campaign. Despite the proportions of the rounds suggesting it is an SMG, it is classified as an assault rifle.
The Beretta ARX-160 returns from Ghosts, with a reskinned model; it is now drab green rather than white, does not automatically mount a laser sight, and has a sling added. It still has markings suggesting it is chambered in 5.45x39mm, and oddly retains the US flag on the side of the receiver, despite being mostly used by Korean forces. It incorrectly fires in 3-round burst mode instead of fully-automatic. The "Damnation" supply drop variant has an elongated barrel like that of the civilian ARX-100 variant.
Brown Bess Flintlock Musket
The collection in "Sentinel" also includes what appear to be a pair of Brown Bess Flintlock Muskets. They cannot be used.
The Browning BLR has been added via a November 2015 update, and is simply referred to as "Lever Action". The lever is operated extremely fast, making it behave almost like a semi-automatic weapon, similarly to the "M1 Irons". It has a large Wild West Guns style lever loop, which is flip-cocked during an empty reload in Terminator 2-style, similarly to the Winchester Model 1887 from Call of Duty: Modern Warfare 2 and Call of Duty: Black Ops. In addition, the standard rear sight has been replaced by an extremely large flip-up aperture sight seemingly mounted on the front of the stock; given the FOV used in the game, this isn't actually visible until one aims down the sights.
The "EPM3" is a semi-automatic energy weapon with a player model rather blatantly rebuilt from an FN SCAR, most likely the SCAR-L from Modern Warfare 3. It is only available in multiplayer modes, where it is classified as a heavy weapon. It has infinite ammunition, but can overheat; it will do so after around nine shots if fired rapidly.
The "HBRa3" appears to be a reworking of the CZ 805 BREN model from Ghosts; the resulting weapon seems to take a lot of visual cues from the Robinson Armament XCR. It has a VLTOR style stock, and the magwell indicates that it is chambered in 7.62x39mm, which is possible for both the CZ 805 and the XCR. It appears to be the standard weapon of the US military in the game's universe, though it is also sometimes used by other factions. It is also seen held by a soldier on the game's box cover.
The "IMR" ("Integrated Munitions Rifle") is a fictional assault rifle based on the IWI X95 Flattop model from Ghosts. In the game it is described as having an integral 3D printer which appears to actually be a Star Trek replicator since it never requires any additional base materials; it simply regenerates ammunition into the player's reserve, presumably meaning the weapon contains several hundred rounds of ammunition. The weapon appears to functionally be a liquid propellant rifle using a tank of liquidised flash powder mounted in the stock; this is never replaced, oddly enough. Reloading involves pulling a mysterious tube above the receiver in line with the front of the 3D printer unit, which makes bullets go into to the magazine in a way that is not particularly clear.
It is not particularly clear how the 3D printer is actually supposed to be useful since it would simply add bulk to the weapon and cannot print different types of ammunition for different targets which would be the only conceivable advantage of such a device, and since the weapon does not have variable charge settings, using liquid propellant would only decrease the mass of propellant carried in a particular space due to the lower density of a liquid compared to a solid.
The M1 Garand is also depicted with a "sticky bolt" which requires a manual push of the bolt to close it at the end of either reload (as with some older games like Call of Duty 3). This scenario is possible for the M1 Garand, though abnormal. It is normally supposed to snap forward automatically after loading a clip.
The M16A4 has been added via a September 2015 update; it is simply referred to as "M16".
Mk 14 Mod 0 Enhanced Battle Rifle
The Mk 14 Mod 0 Enhanced Battle Rifle is a retextured version of the model from Ghosts. It is treated more like its Modern Warfare 3 incarnation, with no dedicated scope and sharing the accessories used by other standard rifles. It has the same curious detaching operation of an empty magazine as the AK-12.
The Sturmgewehr 44 has been added via an August 2015 update.
Winchester Model 1885
The collection in "Sentinel" also includes a Winchester Model 1885 rifle fitted with a peep sight and two-step trigger, and with the rear iron sight removed and a large scope fitted. It cannot be used.
A giant fictional anti-material rifle called the "Atlas 20mm" is available in the game; it is a futuristic version of the Barrett M82A2, with a free-floating barrel resembling that of the WA2000. Its enormous size means it is held lowered like some rocket launchers in the series, and it can only be fired while using the scope. Oddly, it repeats the error of the Modern Warfare 3 UMP of featuring a caution to read the user manual before use on the side, even though presumably a military-issue weapon would not feature such a warning. Additionally, the weapon is never seen being cocked in any way; while this could be possible were the weapon open-bolt (with some form of mechanism to prevent the bolt from dropping on an empty magazine), such an accuracy-reducing configuration would make precious little sense on a sniper rifle.
Gepard GM6 Lynx
The Gepard GM6 Lynx is essentially identical to its Ghosts incarnation, including the immobile bubble in its side-mounted cant indicator. In singleplayer it only appears in the mission "Throttle", where it is present among a heap of guns at the beginning of the on-foot section. It has an incorrect magazine capacity of 8 rounds instead of 5. It has the same curious detaching operation of an empty magazine as the AK-12 and the Mk 14 Mod 0.
The SVD Dragunov has been added via a July 2015 update; it is called "SVO" in-game.
A reworked version of the CETME Ameli is used by Atlas PMC troops; for no obvious reason it has a side-folding stock, and features additional RIS rails on the handguard and new iron sights. The belt features an odd lighting error; the rounds will reflect the colour of the level's sky but not local light sources, which means they will appear to be blue in the singleplayer mission "Utopia." The logo on the side of the weapon implies they are now manufactured by the fictional Atlas Corporation.
Handheld General Dynamics GAU-19/A
The GAU-19/A is the basis of the "XMG," a dual-wielded drum-fed gatling gun available only in multiplayer modes. Normally it has retracted barrels, but it has a special "lockdown" mode which extends the barrels and increases rate of fire and damage, at a cost of rendering the player character unable to move. Bizarrely, this mode is the only time in which the barrels actually rotate; in standard mode, they remain in the same alignment, and, just to make things more confusing, reciprocate all at once during firing.
The fictional "Pytaek" machine gun appears to be a reworked version of the LSAT model from Ghosts; interestingly, "LSAT" can be seen inscribed below the rear sight, and the game files refer this weapon to as such. The side of the weapon indicates that it is manufactured by "Sledgehammer Industries" and chambered in "7.62mm×51 Caseless", the latter of which suggests a futuristic caliber development, as there is no caseless version the 7.62x51mm NATO round currently in existence. It features a rather unique rear iron sight which is apparently a holo-projector; hovering indirect fire numbers are visible in the air above it at all times, and when aimed the sight ring splits open, leaving two orange circles hanging in the air.
Carl Gustav M3
The Carl Gustav M3 returns as the "MAAWS". It is seen fitted with a side-mounted (and sideways) reflex sight, which, as with the other launchers, must be aimed through to fire the weapon, an AN/PEQ laser, and a seemingly pointless sling strap wrapped around it.
A fictional design of the real MAHEM (Magneto Hydrodynamic Explosive Munition), a program developed by DARPA, appears alongside the game's launchers. It is appropriately described as utilizing molten metal. However, reloading the weapon is a procedure that can be best described as "daft". It consists of pulling a short, strange hatch over to the side and placing into it a near-featureless (lacking any sort of exhaust port) metal drum that is actually wider than it is long (raising the question of what purpose the entire rest of the launcher tube's length serves other than to add unnecessary weight and bulk to the weapon, and how such a small object contains both a rocket motor and liquid metal-based warhead, unless the weapon is supposed to form its penetrator on firing). The player character then flips the hatch closed, somehow not having the drum/rocket not fall out (given the lack of any apparent means of attachment), then reaching back on the launcher to push a button, causing part of the launcher to slide forward, then go backward, despite a lack of any obvious source of power (or purpose) for this. To top it all off, the scope overlay doesn't disappear before the unscoping animation begins, leading to a scene not unlike Homefront- for a few frames, the user is looking at a scope, through the scope they're looking at the scope through.
The RPG-7 can secretly be found in the singleplayer mission "Throttle". The weapon is mostly recycled from Modern Warfare 3, and has no firing sound in-game.
M18 Smoke Grenade
Two M18 smoke grenades are visible on Gideon's chest rig at the start of the mission "Atlas."
Model 7290 Flashbang
The Model 7290 flashbang grenade is used as the model for a fictional "variable grenade" that has the ability to switched between Flash, EMP and Threat modes.
"Smart grenade" (Airsoft 40mm grenade)
The homing "smart grenade" used in singleplayer is actually based on an Airsoft 40mm "grenade" round with channels for firing a burst of 6mm BBs. It has grenade fuze and safety lever stuck in one end; while it will vent from both ends while stabilising itself, it does use the BB channels as thrusters when homing in. These grenades are also fired by the "MDL" grenade launcher found in the missions "Induction" and "Crash", though in other missions the MDL fires a rocket-like round instead. Precisely how one could fit a sensor suite, computerised target assessment and guidance system and a set of thrusters into a grenade body and still have any room left for explosives is not clear.
In multiplayer the player character is much too lazy to actually throw grenades and so instead uses a wrist-mounted launcher which fires odd, vaguely organic-looking glowy blobs which look like either an executive toy or something a Metroid would hatch out of.
Two Browning M2HBs in remote weapon stations (more precisely, two Browning M2 barrels sticking out of remote weapon stations) can be seen mounted on most of the Titan walking tanks in the game, including the one the player can save from a drone swarm in "Induction" and the one that must be destroyed in "Fission." Some Titans, like the ones in "Atlas," lack them.
DShK heavy machine guns are seen mounted on GAZ-2975 trucks in several missions, and are also seen mounted in the seized building in the mission "Traffic."
Heckler & Koch GMG
The Heckler & Koch GMG used on Abrams tanks in Ghosts is seen mounted on the turret of the T-740 tank in the mission "Biolab," though it is not used in the driving section that follows. Two GMGs are also seen mounted on the non-walking tanks seen when Irons' car drives through a hangar in the mission "Atlas;" presumably these tanks are the older T-600s mentioned in "Biolab."
General Dynamics GAU-19/A
The GAU-19/A is also the basis of the mounted miniguns in the maps Bio Lab, Atlas Gorge and Kremlin, and of the sentry gun scorestreak as well. The two models appear to be based on the GAU-19-based "Death Machine" from Black Ops II; the sentry gun model is substantially reworked, with longer and more slender barrels.
General Dynamics M197 Vulcan
The "GAU-3/A" on the "XS1 Goliath" powered armour is based on the General Dynamics M197 Vulcan. In the singleplayer mission "Terminus" it has a realistic rate of fire, but in "Captured" and in multiplayer it has a very low fire rate of 400 RPM compared to the real 750-1,500 RPM.
General Electric GAU-8/A Avenger
The futuristic VTOL A-10 replacement used in the "bombing run" scorestreak and seen in several singleplayer missions mounts a General Electric GAU-8/A Avenger cannon under the nose.
M61 Vulcan cannons in Phalanx installations can be seen mounted on the distant fictional US destroyers seen in "Collapse" and "Armada." The ships seem oddly apathetic about actually using them.