Call of Duty: Black Ops

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Work In Progress

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

Call of Duty: Black Ops
Cover BLACKOPS final.jpg
Official Box Art
Release Date: 2010
Developer: Treyarch
Publisher: Activision
Series: Call of Duty
Platforms: Windows
PlayStation 3
Xbox 360
Genre: First-Person Shooter


See the discussion page for miscellaneous weapon information.

Call of Duty: Black Ops (also known as CoD:BO or BO and often referred to as "Blops") is the seventh main installment of the Call of Duty series and the sequel to Call of Duty: World at War. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.

The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by Sam Worthington), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by Ed Harris), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by James C. Burns), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by Ice Cube), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by Gary Oldman), a former World War II Soviet Army Captain (returning from Call of Duty: World at War) who served under two of the men now being hunted, until he was betrayed by them.

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




Mason uses an ASP 9 in the Cuban levels, as do Cuban police officers. Its appearance in Black Ops is anachronistic, as it was not developed until the 1970s and was intended for special forces usage. A more historically-accurate choice would have been the Smith & Wesson Model 39, on which the ASP 9 was based, as the Model 39 was developed in the 1950s. Another historically accurate choice would be the Walther PPK due to its similar round capacity and compact size.

ASP 9 (Highly customized pistol using a stock Smith & Wesson Model 39 as the starting point) - 9x19mm. This is the screen used firearm from the film Cobra
The ASP 9 in idle.
Aiming down the sights.

Colt M1911 Variant

Just like in the previous game (Call of Duty: World at War), the M1911 resembles a mix between a WW2 A1 slide and trigger and an anarchnostic Series 80 frame. Two M1911s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name "Sally" engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably "Mustang"). It can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. It is also the starting weapon in Zombies mode. There are two finishes on the M1911 variant: in single player, it has a standard parkerized finish, while it has a bright nickel finish in multiplayer and zombie modes. In the scene in which Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in the singleplayer. This M1911 uses the same model as the M1911 from Call of Duty: World at War.

Standard Colt M1911A1 - .45 ACP, as seen in singleplayer.
Blued Colt MK IV Series 80 - .45 ACP
Nickel Plated Colt M1911A1 - .45 ACP, as seen in multiplayer and Zombies mode.
The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a Colt MK IV Series 80. Note also the cocked hammer. Treyarch understands how the Colt M1911 operates, unlike Infinity Ward, which insists on representing it as a DAO sidearm. Oddly, the slide is parkerized, but the frame and magazine are blued.
Mason visualizes himself drawing a bright nickel M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side.
The singleplayer M1911, equipped with a suppressor.
A nickel-plated M1911, as used in multiplayer mode.
A nickel M1911 in Zombies mode.

Colt Python

The Colt Python appears in-game as the "Python". It has a snub-nose variant for use in multiplayer, which can be purchased, and decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun). Other available attachments are speed-loaders for your reserve ammo and a Colt Sporter Scope. Like the .44 Magnum from the previous game, when reloading, the player character holds it muzzle up and dumps rounds instead of using the ejector rod. It seems that the Python is Mason's preferred sidearm, as he starts with it in "Executive Order", and pulls one out of nowhere to save a downed Woods in "SOG" and clear Vietcong tunnels in "Victor Charlie". A Python with said speedloaders appears as the first weapon tier in Gun Game.

Colt Python - .357 Magnum
Colt Python Snub Nose with 2.5" barrel - .357 Magnum
Mason holds a Colt Python in "Executive Order".
Iron sights.
A VC Bookie hands a snub-nosed Colt Python to Mason.

CZ 75

The "Pre-B" CZ 75 pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In-game, its standard magazine capacity is incorrectly 12 rounds or 18 with the extended magazine upgrade. The real capacity is 16 rounds standard in 9mm (the in-game CZ 75 is definitely not the .40 S&W version; the ammo name in the game files is 9x19mm anyway). Other attachments include the aforementioned automatic conversion kit, high-contrast iron-sights, a suppressor, and dual-wield capability. The CZ 75 is highly anachronistic to Black Ops: not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the Browning Hi-Power (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet Stechkin APS (introduced in 1951). All dual-wielded CZ 75's in single player hold an incorrect 20 rounds per magazine.

"Pre-B" CZ 75 - 9x19mm
CZ 75 Automatic with spare magazine - 9x19mm
Hudson holding dual CZ 75s.
He has now switched to a CZ 75 Automatic.
A CZ 75 Automatic in a multiplayer character's hand.

Makarov PM

The Makarov PM appears in in the game. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. In multiplayer, it is rated as more powerful than the M1911A1 .45 pistol, odd considering the 9x18mm round used in the Makarov. Another inaccuracy is that it's modeled with an adjustable rear sight, which is only available on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.

Makarov PM - 9x18mm Makarov
Mason taking cover behind a coal car with Makarov PM in hand as Reznov and Sergei push forward. One point of interest is that this level is based on a true story: the Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks, but occurred in July-August 1953 following the arrest of First Deputy Premier of the Soviet Union Lavrentiy Beria in June. The level in the game is set a decade later, which was one year after the Vorkuta Gulag was shut down.
The Makarov PM in ADS; note the sights being incorrect for the military version.
Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the gun.

Tokarev TT-33

Capt. Viktor Reznov uses a Tokarev TT-33 and flashlight to clear the ship in the World War II mission "Project Nova." Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos draw one if knocked into Last Stand (which is erroneous; a more accurate choice would have been the Webley Mk IV, or if one doesn't want to go beyond what is already in the game, the M1911). It would be more accurate to see this weapon as the standard sidearm for Cuban, NVA, and Viet Cong forces in the game, due to these forces' tendency to use older Soviet weaponry.

Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.
The Tokarev TT-33/flashlight combo in idle.
Aiming down the sights.
Ejecting the magazine while holding the flashlight with the left hand.
Kravchenko fires the TT-33's last shot before discarding the pistol and killing the last German prisoner with a knife.

Walther P38

At the end of the first part of the World War II flashback mission "Project Nova," Dr. Friedrich Steiner waits for the Soviet troops with a Walther P38 drawn, but does not attempt to use it. This is the only place where the Walther P38 is seen.

Walther P38 WWII dated with black grips - 9x19mm
The Walther P38 is in the right hand of Steiner.

Submachine Guns

Heckler & Koch MP5K Prototype

An MP5K Prototype is featured in the game, with a threaded barrel. Its appearance is anachronistic: the full-length MP5 was developed in 1966, but the MP5K appears in the game in a level set in 1963, while the first MP5K prototype with wooden vertical foregrip was developed in 1976. It would have been more accurate to see the HK54 prototype of the MP5 which had a distinct vented handguard. An MP5K appears as the fifth weapon tier in Gun Game.

Heckler & Koch MP5K - 9x19mm. Note wooden vertical foregrip.
An MP5K with a red dot sight in "Executive Order".
Aiming down the red dot sight.
Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&K UMP. In the final game, Woods' MP5K appropriately has the foregrip.


The IMI Uzi with olive drab furniture is one of the available SMGs in-game. The Uzi was actually used by S.O.G. recon teams during the Vietnam War.

IMI Uzi - 9x19mm
The Uzi in idle.
Iron sights.

Ingram MAC-11

The MAC-11 is available in the game. It can be found in the campaign level "Redemption" and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; a more appropriate choice could have been the M3A1 "Grease Gun", or possibly the MAC-11's predecessor, the MAC-10 (developed in 1964, albeit not put into service until 1970).

MAC-11 - .380 ACP
MAC-11 with suppressor on a cool breaching artwork.
The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon.
Iron sights.

M1A1 Thompson

The Thompson M1A1 fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.

M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP
The Thompson in Zombies.
View down the "V" notch of the iron sights.
Pulling the bolt back after inserting a fresh magazine, which is not recommended on an open-bolt weapon with the finger still on the trigger.


The MP40 is available for purchasing for 1,000 points in the Zombies maps Kino der Toten, Verrückt, Shi No Numa, Der Riese and Call of the Dead. It is also used by the Germans in the World War II flashback mission "Project Nova". The MP40 in Zombies mode has a blued finish.

MP40 - 9x19mm
MP40 in idle.
Aiming down the sights.

OTs-02 "Kiparis"

The KBP Instrument Design Bureau OTs-02 Kiparis with the wire stocks removed is the available classified submachine gun in-game. It is extremely accurate, but holds only twenty rounds by default, increased to thirty with Extended Mags. Also,it has the biggest kick of the SMG's in game. It appears in the hands of Spetznaz operatives in the campaign and can be dual-wielded by the player. The Kiparis was designed in 1976, making it another anachronistic weapon. Since it is used primarily by Soviet forces a more correct choice could have been Warsaw Pact SMGs from that era like the Czech Sa.26 or ZK 476.

OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov
Dual OTs-02 Kiparis submachine guns in the hands of Jason Hudson.
A Kiparis with reflex sight during the mission "Numbers".
A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.


A PM-63 RAK is another available SMG. It anachronistically appears in a level set in 1963, though the weapon wasn't introduced until 1965. A similar looking and more adequate option could have been the Soviet version of the Czech Sa.25 SMG.

PM-63 RAK - 9x18mm
A PM-63 RAK in Zombies mode
Iron sights.
Hudson with dual PM-63s.


The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the PPSh-41 in the World War II flashback mission "Project Nova." Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in Call of Duty: World at War's multiplayer mode. Like the TT-33, it would also make sense for Cuban and Vietnamese forces to use the PPSh-41 as countless models were exported by the Soviet Union to communist-aligned states throughout the Cold War.

Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev
The PPSh-41 in idle.
ADS view.
Replacing the magazine.
The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.

Sa. Vz.61 Skorpion

The Samopal Vzor 61 "Škorpion" (1960) is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It retains its 2-hit kill ability at close range from its Modern Warfare counterpart. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.

Sa. Vz.61 Skorpion - .32 ACP
Mason holding a Skorpion. Note the 30-round capacity quoted by the HUD; this indicates that the weapon has the Extended Mags attachment equipped.
Aiming down the Vz. 61's sights; these are rather small, but that's to be expected, considering how the Skorpion was intended as a compact weapon for vehicle crews.
Reloading the Skorpion.

SITES Spectre M4

The Italian Spectre M4 is one of the available SMGs. Its appearance is anachronistic, since it was not developed until the 1980's. More correct choices could have been the Franchi LF-57 (1956) or the more similar looking Beretta Model 12 (1959), which saw use by American forces during the Tet Offensive in 1968.

Spectre M4 - 9x19mm
Hudson with a Spectre M4.
Iron sights.
Reloading; note the customized logo.
Reflex sight view; note the custom light-blue reticle.

Sten Mk II

The Sten Mk II is carried by British SAS commandos in the World War II flashback mission "Project Nova", and is usable by the player. American special forces also used Stens during the Vietnam conflict, particularly the suppressed models.

Sten Mk II - 9x19mm
SAS commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really "holding" his Sten per se; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a sidenote.
The Sten in first-person. As with prior entries in the series, it is incorrectly held by the magazine.
Looking through the weapon's rather simple iron sights. Like the Type 100, it is held at a slightly canted angle due to sharing the latter's animations.
Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.

Type 100

The Type 100 appears in Shi No Numa and Der Riese for 1000 points.

Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu

Walther MPL

The Walther MPL is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds.

Walther MPL with stock extended - 9x19mm
The Walther MPL being reloaded.
Iron sights
An MPL with red dot sight and red camo.

Assault/Battle Rifles


The weapon referred to as the "AK47" in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an AKS-74 (which is anachronistic, since it didn't see service until the very late 70s), along with the magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate AK-47 or AKM variants), including a smooth AK-47 style handguard without palm swell, an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. In multiplayer, the Extended Mag attachment gives the AK an RPK-74's magazine (the "RPK" in-game is modeled after an RPK-74, chambered in 5.45x39mm just like the AK-74). In the singleplayer campaign, the Soviets and North Vietnamese Army use the "AK47" with a variety of accessories.

AKS-74 - 5.45x39mm
AKM - 7.62x39mm
Type II AK-47 - 7.62x39mm
Reloading; note the weapon lacking vent holes on the handguard and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.
An "AK47" being "held" by Reznov.
Aiming down the hybrid AK's sights.
An on-screen blip for picking up a dropped "AK47" with the "Dual Mag" attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading.
The "AK47" with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.


The AKS-74U appears with the same "AK-74u" name used for the JG Beta-F Airsoft gun in Call of Duty 4: Modern Warfare and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U. It has a black foregrip, steel magazines, and no stock. It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian AMD-65 carbine (1967), which was used as a compact weapon for Warsaw Pact vehicle crews. An AKS-74U appears as the seventh weapon tier in Gun Game.

AKS-74U - 5.45x39mm
The AKS-74U in idle.
Looking through the sights.
Reloading; note the empty magazine.

Colt USAF M16 (Colt Model 604)

The USAF variant of the original M16 is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Like with the Colt Commando below, the thirty-round mag only appears with the Extended Mags attachment and holds forty-five rounds. It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was "an early prototype", although the first variant that was capable of burst fire was the Model 606B (essentially a heavy barrelled M16 with a four position selector switch tested in 1965) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel. An M16 appears as the ninth weapon tier in Gun Game.

If upgrading the M16 with the Pack-A-Punch machine in zombie mode, it turns into the "Skullcrusher," which fires laser-like rounds and mounts an M203 grenade launcher. Both the M16 and the M203 keep their normal ammunition count.

USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.
An M16 in idle. Note how the counter shows 30 rounds when the rifle is modeled with a 20-round mag.
Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604 (A cropped and brightened version of this image can be seen here). Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.
Iron sights.
Reloading; note the Knight's Armament Masterkey.
Frank Woods with his M16. Note that the 3rd person model for M16 is smaller than its real life counterpart.
Upgraded M16 in zombie mode. Note the sci-fi camo pattern.
Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.


The weapon referred to in-game as the "Commando" appears to most closely resemble a GAU-5A/A with a fictional flat-topped receiver. It is also fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different and the presence of a rail mounted folding rear iron sight on the weapon can be considered anachronistic.

Early screenshots and footage showed a modelling mistake on the rifle, with the magazine looking as if it were stretched or partly falling out, but the final game has it at its proper length. In-game, the weapon holds 30 rounds in the standard 20-round magazine, while equipping the Extended Mags attachment gives it 45 rounds in the real 30-round curved magazine. This goes for the M16 too as it acts more or less just like it.

Unlike some rifles in the game, the sling is wrapped around the weapon, instead of being clipped onto the sling mounts and allowed to hang loosely. If you look closely the sling is actually tucked behind bolt release catch, something which would only be possible with the bolt locked open (normally the top portion of the catch rests flush against the receiver) meaning that the bolt would be permanently locked to the rear rendering the weapon totally inoperable.

Upgrading the "Commando" with the Pack-A-Punch machine in zombie mode turns it into the "Predator" (a reference to the Schwarzenegger movie Predator. Commando is also the name of another movie in which Schwarzenegger starred, hence the reference). The "Predator" fires laser-like rounds and has a forty-round magazine instead of thirty.

Also note that a Commando (and the M16 for that matter) mounted with optics has the front sight and the gas block removed. This would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. Once again this design goof is seen in the Campaign and Multiplayer. This same goof was previously seen in Call of Duty 4: Modern Warfare and Modern Warfare 2. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.

GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm
"Commando" with M203 grenade launcher in idle. Note the sling wedged behind the bolt release button and the folding rear sight is mounted backwards.
Pre-release footage of a suppressed Commando with Kobra sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present
Reflex sight view; note smiley face reticle.
The Commando with Jungle camo in first person.
Iron sight view of the Snow camo variant.
Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.
Nice detail on a camouflaged variation. Note the Colt scope and the solid flash hider.
Upgraded Commando in zombie mode. Note the sci-fi camo pattern.

Enfield XL64

The Enfield XL64 is one the assault rifles available in the game. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission "Rebirth." The Enfield is anachronistic as it was not developed until the mid-1970s; the presence of the Enfield EM-2 Mamba (1951) would be more accurate. Members of the British Army, including the Scots Guards, tested the XL64 during the early 1980's to replace the L1A1 SLR. The XL64 eventually gave birth to the SA80/L85 series of rifles in service with the British Army. The ammo name for the Enfield XL64 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL64, which was chambered in 4.85x49mm.

XL64E5 - 4.85x49mm
XL64 in idle. This is from pre-release footage, where the "extended mag" attachment increased reserve ammunition as well, which isn't the case in the multiplayer mode of the final game.
An XL64 on the ground with an IR scope attached.

FAMAS Valorisé

A prototype version of the FAMAS Valorisé appears in several levels, used by both CIA and Spetsnaz troops. The FAMAS Valorisé is incredibly anachronistic for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype from 1954. A FAMAS appears as the tenth weapon tier in Gun Game.

If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the "G16-GL35"(leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight.

FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.
Mason carrying a FAMAS with multiple attachments in level "Redemption".
The weapon fitted with a red dot sight and "Flora" camouflage.
An upgraded FAMAS in zombies mode. Note the sci-fi camo pattern.

FG 42

The FG 42 can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.

FG42 - 7.92x57mm Mauser


The FN FAL is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically accurate in the game, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the "G Series" FAL, the civilian version of the FAL which was imported into the US in the 1960s.

FN FAL "G Series" - 7.62x51mm NATO
The FN FAL in idle.
Looking through the sights.
Inserting a new magazine, which is visibly empty.

Gewehr 43

The Gewehr 43 costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.

Gewehr 43 - 7.92x57mm Mauser

Heckler & Koch G11 K2

The Heckler & Koch G11 K2 is one of the prototype weapons in the game, and is used by Dr. Daniel Clarke in the level "Numbers." As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage due to its 4.73mm caseless rounds. Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. However the G11 variant in game is based on the pre-production version, the G11 K2, which was developed in 1989 and incorporates attachment points on the foregrip for spare magazines on either side of the magazine being fed. The weapon is also erroneously depicted with iron sights; G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s.

If upgrading the G11K2 with the Pack-A-Punch machine in zombies mode, it will turn into a more powerful version called "G115 Generator"; firing laser-like rounds, but keeps the normal ammunition count. In multiplayer, it can be fitted with only two attachments: a "Low Power" or "Variable Zoom" scope, The Low Power scope is based on the actual sight built into the real G11 K2.

Heckler & Koch G11 K2 - 4.73x33mm
The G11 seen in "Numbers".
Iron sights.
Upgraded G11 in Zombies mode. Note the sci-fi camo pattern.
A multiplayer character rotates the cocking handle of his G11.
Using the "low power scope" of the G11.


The IMI Galil ARM is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon being clearly the 5.56x45mm version. Appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1973. A more adequate choice could have been a full auto AR-18 (1962), a somewhat similar looking rifle that fired the same 5.56 round. Another adequate choice could have been the Rk 62 (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.

Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the "Lamentation"; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds.

IMI Galil ARM - 5.56x45mm
Mason holding a Galil.
Aiming down the flip-up night sights.
Jungle camouflage variant.
Upgraded Galil in Zombies mode.
Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.

M1 Carbine

The M1 Carbine can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in World at War, where it was referred to as the M1A1 folding stock variant).

WW2 era M1 Carbine with spare magazine pouch - .30 Carbine
An M1 Carbine in "Nacht der Untoten."
View down the aperture sights.
Reloading the M1 after seeing off some of the Third Reich's undead.
Chambering a fresh round.

M1 Garand

The M1 Garand is available for 600 points in the Zombies maps Verrückt and Shi No Numa.

M1 Garand - .30-06
The M1's iron sights in-game.

M14 Rifle

The M14 Rifle is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. If comparing the M14 to the M1 Garand from Call of Duty: World at War, it's actually the same weapon, only with a different model, more ammunition held at once, and a reloading animation taken from Call of Duty: Modern Warfare 2's Mk 14 EBR. Various attachments can be fitted: M203 grenade launcher, flamethrower, Colt scope, red dot sight, reflex sight, Knight's Armament Masterkey shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.

Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and bipod, with the Grip attachment also taking the form of the E2's folding grip.

M14 rifle - 7.62x51mm NATO
M14E2 Light Machine Gun - 7.62x51mm NATO
M14 fitted with Colt scope as seen in single-player.
M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.
M14 in Yukon (snow) camo, custom logo on the side, and Colt scope. Note F-4 jet fighter dropping napalm bombs.

Steyr AUG

The Steyr AUG is available in the game, used only in levels that take place in the Ural Mountains. It has a Swarovski scope, arctic camo paint, and a suppressor in some of the scenes. Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The AUG A2 is used in multiplayer (since it incorporates a rail top with sights instead of the default optical scope), the A2 variant depicted in multiplayer was not developed until 1997. A less anachronistic choice could have been the Rheinmetall RH-70 (1970), a similar-looking European-made bullpup rifle. A more period-accurate choice could have been the HK33 (1968). An AUG appears as the eleventh weapon tier in Gun Game.

A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.

If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the "AUG-50M3" (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a Knight's Armament Masterkey, but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.

The AUG lacked its foregrip in the beta, but has it in the final game.

Steyr AUG A1- 5.56x45mm
Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.
FPS view of the AUG
Our skydiving protagonist takes "two is one and one is none" to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.
Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...
Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.
AUG with reflex sight. Note the custom logo on the side.
Reflex sight view. Note custom reticule.
Upgraded Steyr AUG in zombie mode.
Like above, only with the Masterkey in use. Note the sci-fi camo pattern and heat shield.

Sturmgewehr 44

The Sturmgewehr 44 is used by the Germans in the World War II mission "Project Nova" and can be used by the player. Also is able to purchase for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.

Sturmgewehr 44 - 7.92x33mm
Sturmgewehr 44 in idle.
Sturmgewehr 44 in ADS.
Sturmgewehr 44 in reloading.


Beretta Model 682

One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the "Olympia" is in fact modeled on a Beretta 682. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but also the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a Browning O/U or a TOZ-34. The developers could have also simply reused the double barreled shotgun from World at War.

Beretta Model 682 Gold E - 12 gauge
Rottweil Skeet Olympia 72 - 12 gauge, for comparison
The "Olympia" in first-person.
Aiming the shotgun at a suspicious-looking piece of furniture.
Reloading the Beretta, in a different place and a different time.

Double Barreled Shotgun

In the opening cutscene for the newly-released zombie mode level "Call of the Dead", Michael Rooker is seen using a pair of sawn-off 12 Gauge Double Barreled Shotguns akimbo while acting for a zombie film. These are not usable in the Call of the dead zombie map, however, and they appear to be reused models from Call of Duty: World at War. In one instance when dual-wielding them, probably as homage to typical Hollywood inaccuracies, Rooker fires three shots from one of them without reloading. Also purchasable in zombie maps Nacht der Untoten, Verrückt and Der Riese for 1500 points. The sawed-off version is unavailable in Der Riese, but the long-barreled variant is. It should be noted the long-barrel shotgun form has the character's hand floating under the grip, probably due to file space reasons.

Modern Baikal Commercial hammerless side by side shotgun - 12 gauge
Sawn-off double barreled shotgun - 12 gauge
Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.
The Double Barrel shotgun in "Nacht der Untoten," note the barrels floating above the player's supporting hand.
Bead sight view.
Cracking open the barrels. Remember, shop smart, shop S-Mart.

Franchi SPAS-12

The Franchi SPAS-12 set to semi-automatic mode is present in the game and can be equipped with a sound suppressor. It should be noted that the SPAS-12 is unrealistically depicted as being used by Vietnamese and American soldiers in 1968, even though it did not actually enter production until 1979. A more correct choice of semi-automatic shotgun could have been the Remington Model 1100 shotgun (1963) which was also used in the Vietnam War. A SPAS-12 is used as the third weapon tier in Gun Game.

In contrast to MW2's SPAS, the one featured in Black Ops is semi-auto and has its stock folded. Despite this, when it is picked up and when reloading the player pumps the weapon, even though the charging handle on the right side of it must be pulled back to chamber a new shell in semi-auto mode, as the pump is locked forward. It should also be noted that the Dragon's Breath rounds used in one campaign mission are underpowered and not rated for use in semis due to insufficient energy to cycle the action. If upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode, it will turn into a more powerful version called "SPAZ-24"; firing laser-like rounds, but has 24 shells instead of 8 and also it reloads the entire magazine only after one shell, which only takes a second. Another note of interest is that the middle of the butt-pad on the folding stock is incorrectly depicted as being hollowed out, leaving only two rectangular sheets on the ends the stock, you can see a similar thing in the game F.E.A.R. This is done so the shotgun can be aimed down the iron sights, as they are normally unusable whilst the stock is folded.

Franchi SPAS-12 - 12 gauge
SPAS-12 in the level "Numbers"
SPAS-12 with suppressor attached in idle.
Upgraded SPAS-12 in zombie mode. Note the sci-fi camo pattern.

High Standard Model 10

The semi-automatic High Standard Model 10 Type B (1967) is the last shotgun unlocked in the multiplayer (being the "Classified" weapon of the class, it requires purchasing the other three), holds 4 shells and can be dual wielded; in zombie mode it holds 6 shells. In real life the HS-10 features a warning label that reads, "Caution: Do not fire from left shoulder" due to the ejection port's location, which could easily result in hot brass (or, rather, plastic) flying in your face. Despite this, Akimbo is the only attachment option for the weapon. It is unclear why the multiplayer version doesn't have an "extended mags" attachment, since the capacity of the real HS-10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.

High Standard Model 10B - 12 gauge
Model 10 in reloading.
Akimbo Model 10 with red camouflage.
An upgraded Model 10 in zombie mode, called Typhoid & Mary. Note the sci-fi camouflage.

Ithaca 37 "Stakeout"

An Ithaca 37 "Stakeout" with a heat shield and unusable shell holder wrapped around the receiver is available in the game. Its appearance is anachronistic as the Stakeout was not produced until 1981. A more accurate weapon would be the Ithaca 37 "Trench Gun" S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War, or a sawed-off Remington Model 870 shotgun (1951). The Ithaca is used as the fourth weapon tier in Gun Game.

Ithaca 37 "Stakeout" - 12 gauge
Ithaca 37 "Stakeout" in idle.
Ithaca 37 "Stakeout" in ADS.
Ithaca 37 "Stakeout" in reloading. Note the vertical foregrip.


A Soviet KS-23 shotgun/carbine is seen only in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing. Appearance is anachronistic, as the weapon wasn't designed until the 1970s. More correct choice of Soviet shotgun from the 60s would have been the pump-action IZh-20 or the autoloading MTs 21.

KS-23 with a fixed wooden stock - 23mm
KS-23 idle
KS-23 iron-sights
Icon for picking up KS-23


A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or "skewer the wing-ed beast," as the plan describes it) during "Vorkuta".

KS-23 with a synthetic stock and a harpoon.

Winchester Model 1887

A Winchester Model 1887 is seen being wielded one handed while riding a motorcycle near the end of the level "Vorkuta". It is erroneously depicted as being able to fire two shots before needing to be spin-cocked, why this was done is unknown, but it means this 1887 is the opposite of the one in MW2: that one's barrel was incorrectly used as a magazine tube, while this one's magazine tube is incorrectly used as a barrel. The model appears to the same one from Modern Warfare 2. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off.

The sawed-off Winchester 1887 with large-lever loop used by Arnold Schwarzenegger as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.
Picture provided to show how alike this lever action weapon looks to the Winchester Model 1887 texture from Modern Warfare 2. It is almost an exact copy. Mason, meanwhile, is apparently attempting to get the most spectacular lever bite in history.
This scene looks a lot like Terminator 2...

Winchester Model 1897

The Winchester Model 1897 is available in zombie mode in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Diese for 1500 points. It's the best with the Perk a Cola "Speed Cola".

Winchester Model 1897 Trench Gun - 12 gauge
Winchester 1897 in Zombies.
ADS of the M1897.
Tank Dempsey gets his thumb stuck in the loading gate....
....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.

Machine Guns

Browning Automatic Rifle M1918A2

The Browning Automatic Rifle M1918A2 can be purchased for 1800 points in the zombie maps Nacht der Untoten, Verrückt and Shi No Numa.

M1918A2 Browning Automatic Rifle - .30-06
Three Nazi zombies walk into a BAR....
BAR iron sights.
Reloading the BAR. Not an easy weapon to hold upwards with one hand.
Locking the bolt back.

GE M134 Minigun

A handheld M134 Minigun (the GAU-2B/A, according to a data plate on the weapon's model) is available in multiplayer as a Kill Streak reward; it can also be found during the campaign level "Vorkuta", under the name "Death Machine", and is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.

This weapon is a modified version of the now-standard Terminator 2-style Minigun with some slight alterations. First the chainsaw grip is offset to the left and the Y-frame and rear grip are tilted to the right so that when the player holds the weapon, it is tilted to the left. Because of this the Y-frame is not actually attached to the recoil adapter assemblies which makes them completely extraneous. Additionally the barrel cluster incorrectly spins clock-wise from the player's perspective and features a custom three-disc barrel clamp rather than the traditional four-disc clamp.

Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.

The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. The XM214 had a feature that would declutch the feeder/delinker during spin down to conserve ammo, but the "Death Machine" is based on the M134, not the XM214, which was developed much later.

It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld "Death Machine" model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.

Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgement Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm
An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.
Mason "raising hell" with the hand-held M134.
A member of the Cuban Revolutionary Armed Forces (called "Tropas" -the Spanish word for "Troops"- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun is what can only be described as "Treyarch logic".
A chopper gunner on a UH-1 Huey with the GE M134.
The sentry gun with the GE M134.

Heckler & Koch HK-21E

The HK-21E is in the game, but uses G3 Magazines holding 30 rounds. The extended drum magazine holds 60 rounds in multiplayer, and 80 in single player. Other attachments include various optics. If upgrading the HK-21E with the Pack-A-Punch machine in zombie mode, it will turn into more powerful version called "H115 Oscillator"; firing laser-like rounds, and has 150 round magazine. While the HK-21 itself is not anachronistic to Black Ops (being developed in 1961), the HK-21E variant was not developed until the 1980s. An HK-21E appears as the twelfth weapon tier in Gun Game.

Heckler & Koch HK21E - 7.62x51mm NATO
Hudson examining a drum-magged HK-21E in Clarke's weapon's cache.
HK-21E idle. Not seen in this shot of the weapons cache is the M202 FLASH quad-barrel rocket launcher.
Upgraded HK-21E in zombies mode. Note the sci-fi camo pattern.


The M60E3 general purpose machine gun is available in the game. It is labelled as "M60" during gameplay, but is modeled after a M60E3, which the appearance during the Vietnam War is anachronistic, as only the original M60 was available at the time (the E3 variant was not introduced until 1986). It does not appear to have the forward pistol grip. In-game, the M60E3 uses a modern flip-up rear iron sights instead its own original sights, like some other weapons available in Black Ops. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.

M60E3 with short barrel - 7.62x51mm NATO
A M60E3 being fired from a plane in "Operation 40". Note the backwards rear iron sights.


The RPK-74 appears early in the single player campaign, in the hands of Cuban soldiers in "Operation 40" (set in 1961). The RPK-74's handguards are ribbed like the later RPK-74M, even though the weapon is ostensibly the earlier model with wooden handguards. The weapon features a tech-SIGHT rear sight aperture (modeled on Valmet Assault Rifle Series), which is removed and replaced with the standard AK top cover when an optic is attached. Compared to the two other AK-type rifles, the RPK-74 has an artificially long reload animation. It is called "RPK" in-game, but is actually modelled after a RPK-74, which is anachronistic, as the RPK-74 wasn't introduced until 1974 (alongside the AK-74). The tech-SIGHT rear sight aperture is also anachronistic. A more appropriate choice for the time period would be the Kalashnikov RPK, which was introduced in the 1950s. Nevertheless, it has the correct for RPK magazine capacity of 40 rounds (or 75 with drum magazine), as well as Valmet M78 style handle for carrying. In fact, the ammo name for the weapon in the game files is the 7.62x39mm round of the original RPK.

RPK-74 - 5.45x39mm
RPK-74 in-game.
RPK in the Black Ops teaser.
RPK with "ACOG Sight" in idle.
Idle. Note relocated rear sights, with "Dual Mags".

Stoner 63

A Stoner 63 (1964) in its assault rifle configuration is unlocked as the last light machine gun in Multiplayer. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality the Vietnam era LMG variant of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.

Cadillac Gage Stoner 63A - 5.56x45mm
Stoner 63 in the final level of the game "Redemption".

Sniper Rifles

Accuracy International Arctic Warfare Magnum

The Accuracy International Arctic Warfare Magnum is available in the game. The folding stock and fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running Lee-Enfield series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the M40 sniper rifle (introduced in 1966) or the older Winchester Model 70. An AWM appears as the fourteenth weapon tier in Gun Game.

In-game the AWM is called the L96A1, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the two variants of Arctic Warfare Magnum they adopted is L115A1 and L115A3 (the originally adopted version, and the later improved version, respectively).

Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the "L115 Isolator", firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.

Accuracy International AWSM (Arctic Warfare Super Magnum) - .338 Lapua Magnum
The real L96A1 for comparison - 7.62x51mm NATO
The AWM in-game. Note the odd red tint to the scope's lens.
The player character decides to celebrate his one-shot kill by reloading. Note the unusable bipod.
The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has "ACCURATELY NATIONAL EAGLELAND" written on the side.

Carcano M91/38

A Carcano M91/38 carbine, the weapon used on November 22, 1963, by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun isn't usable in-game.

Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm
The rifle seen in the trailer.

Heckler & Koch PSG-1

The Heckler & Koch PSG-1 is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the PSG-1 was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the Heckler & Koch SR9 rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.

A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French MAS FR F1 precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.

Heckler & Koch PSG-1 - 7.62x51mm NATO
H&K PSG-1 in idle.
H&K PSG-1 in reloading. Note the empty magazine.
Looking through the H&K PSG-1 scope.
The H&K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES Spectre M4, CZ 75 and dual OTs-02 Kiparis.
In-game gold H&K PSG-1.

Karabiner 98k

The Karabiner 98k is 200 points in the zombie maps Nacht der Untoten, Verrückt and Der Riese. It also replaces the M1903 Springfield in Verrukt, probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.

Karabiner 98k - German manufacture 1937 date - 7.92x57mm
The scoped Karabiner 98 Kurz in Zombies.
View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.
Operating the Mauser's bolt handle.
Loading in some fresh 8mm Mauser ammunition.

Mosin Nagant M38 Carbine

The Mosin Nagant M38 Carbine with a PU scope is found during the World War II Flashback mission "Project Nova", available open sighted as well. NPCs hold the in-world model of the weapon as if it has a pistol grip; this is due to recycling poses used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example). In addition all of the models have a downturned bolt handle, actually only a feature of sniper versions, this is because it is the same model from Call of Duty: World at War, strangely the 3rd-person model has a straight bolt handle, even on the scoped verisons, another leftover from World at War. Like the other older Soviet weapons, it would also make sense for the Mosin-Nagant to appear in Vietnamese hands as countless models were exported to other communist-aligned nations throughout the Cold War.

Mosin Nagant M38 Carbine - 7.62x54mmR
Scoped Mosin Nagant M38 Carbine.
The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding PPSh-41s.
Regular Mosin Nagant M38 Carbine in idle with incorrect bolt handle .
Regular Mosin Nagant M38 Carbine in ADS.

SVD Dragunov

The Soviet SVD Dragunov (introduced in 1963) is one of the sniper rifles available in the game. Can be used with Variable Zoom Scope, NSPU Night Vision Scope, PK-AV Combat Scope, Suppressor, or Extended Magazines.

SVD Dragunov - 7.62x54mmR
SVD in the level "Executive Order". Note that this weapon seems to use the exact same receiver as the game's "AK47", which could explain the AK-style safety lever present on this weapon (not visible in this shot).
SVD's PSO-1 scope as seen in the level "Executive Order." This is a poor replica of a modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans) and is totally incorrect for a period PSO-1.

Type 99 Arisaka

The Arisaka Type 99 is able to be purchased in the zombie map Shi No Numa for 200 points.

Arisaka Type 99 Rifle - 7.7mm Arisaka

Walther WA 2000

A Walther WA 2000 appears as part of Mason's loadout in the mission "Victor Charlie", which makes it anachronistic, because "Victor Charlie" takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic, because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.

A more adequate U.S. sniper rifle choice for that era would have been the M40 sniper rifle (introduced in 1966) or the older Winchester Model 70, both used in Vietnam before 1968. However, these were bolt-action rifles. The XM21 semi-automatic sniper rifle was used during the war, but it wasn't fielded until late 1969. The older M1 Garand M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.

Walther WA 2000 - .300 Win Mag
The WA 2000 in idle.
Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).
The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from Call of Duty 4: Modern Warfare.


China Lake grenade launcher

The China Lake Launcher is available in Black Ops, and is the last launcher unlocked. The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon. It also cannot be fired in-game without using the iron sight (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a "no-scope" shot is attempted, the player character will bring the launcher into aim-down-sight mode automatically before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.

China Lake Grenade Launcher - 40x46mm
The China Lake as seen in the level "Numbers"
The iron sights of the China Lake Launcher, which aren't lined up correctly.


The M72 LAW appears in the game as a single shot rocket launcher; it is anachronistic as the version used in the game is a modern M72A7 LAW, not a Vietnam-era model. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.

M72A2 LAW - 66mm
The M72 LAW as seen in the level "S.O.G."


The M202A1 FLASH referred as the "Grim Reaper", can be used in the missions "Victor Charlie" and "Numbers." In "Crash Site" the player controls a boat with the normal player character Mason driving and manning an M60 machine gun mounted on the front of the pilot house, and NPCs Woods and Bowman armed with a pair of M202s that the player can aim and fire. In multiplayer mode, the Grim Reaper can be obtained from a care package killstreak (awarded after five kills) just like the Death Machine. It also appears as the sixteenth weapon tier in Gun Game.

It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is anachronistic, as it wasn't designed until the late 1970s and was not fielded by the US military until 1978. A more appropriate choice would have been the XM191, a prototype launcher fielded during the Vietnam War which led to the development of the M202. Unlike the M202, the XM191 could actually fire HEAT rockets as shown in the game, since it could be loaded with the same 66mm rockets used by the LAW (referred to as XM78): while this was theoretically possible for the M202, no HEAT clips for the latter were ever produced.

M202A2 FLASH - 66mm
"Grim Reaper." Note the writing on the side of the weapon declares it to be "Launcher, Rocket, 66mm, 4-tube, M202A1," putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.
The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the "hold breath" control. In real life, the only two options for the M202 are firing rockets one at a time or all at once.
Grim Reaper reloading. Note incendiary rockets being loaded, even though the in-game weapon fires explosive rockets.


The RPG-7 is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.

RPG-7 - 40mm

RPzB 54 Panzerschreck

The RPzB 54 Panzerschreck is used by the German soldiers in the World War II flashback mission "Project Nova" and usable by Viktor Reznov.

RPzB 54 "Panzerschreck" rocket launcher - 88mm
A Panzerschreck on the ground.
The Panzerschreck in first-person.
Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.
Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.

SA-14 Gremlin

The SA-14 Gremlin, an updated version of the SA-7 Grail, is referred to in-game by its Russian designation of "Strela-3"; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 "Hip" gunships during the attack on Rebirth Island. The Gremlin is, like most weapons in the game, anachronistic, as Black Ops takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1968 (though in both cases the "Valkyrie" variant mentioned below would still be anachronistic to the 1963 level "Executive Order").

SA-14 Gremlin launcher - 72mm
SA-14 Gremlin in Create-A-Class menu.
SA-14 Gremlin in idle.
SA-14 Gremlin in ADS.


A unique fictional version of the SA-14 Gremlin, called the "Valkyrie" which has a MCLOS (Manual Command to Line of Sight) system same as the in-game BGM-71 TOW. It is usable in the single-player missions "Executive Order", wherein Alex Mason uses it to destroy the Soyuz II rocket in flight, and "Redemption", where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multi-player, awarded after seven kills and costing 4,000 CoD Points.

"Valkyrie" in idle.
"Valkyrie's" lock-on system.
"Valkyrie" on the ground.

Emplaced Weapons


The 82-PM-37 mortar is used by the Russian soldiers in the World War II mission "Project Nova". The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.

82-PM-37 mortar - 82mm
Russian soldiers using the 82-PM-37 mortar.


Twin AGS-30 grenade launchers with extended barrels and spade grips are both attached to the BTR-60 APC that Hudson operates during the mission "Rebirth". Development of AGS-30 started in early 1990s, so it is highly anachronistic. More bizarrely, only the left-hand gun is actually a grenade launcher, the right instead somehow turned into a heavy machine gun.

AGS-30 on tripod - 30mm
Hudson using the dual AGS-30s.


The BGM-71 TOW is seen mounted on a jeep only in the mission "S.O.G." where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in "S.O.G." (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured AT-3 Sagger, which were also actually MCLOS in real life: the other option would be to use an M40 Recoilless Rifle.

BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.
BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a "Black Ops" edition of it.
The BGM-71. Notice the "TOW 2B" stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the "nose end" marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.

Browning M2HB

A Browning M2HB can be seen mounted on every M113 APC in the singleplayer and also on every PBR.

Browning M2HB on vehicle mount - .50 BMG
A M2HB is mounted on the APC.
Dual Browning M2HB in PBR - .50 BMG
A pair of M2HB is mounted on a PBR.

DShK heavy machine gun

The DShK heavy machine gun is mostly seen mounted on trucks. The player uses one in "Vorkuta" and "WMD", and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.

Russian DShKM on tripod - 12.7x108mm
DShK mounted on a truck.
DShK used by Mason.


The M60 machine gun is seen mounted as a door gun on a Huey gunship, and as a mounted weapon throughout the game.

M60 - 7.62x51mm NATO
Emplaced M60 being fired in the level "S.O.G.".

M134 Minigun

A Huey gunship is seen armed with a M21 armament system that consists of side mounted 70mm rocket pods and twin M134 Miniguns.

M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge M158 Rocket Launcher)
Huey gunship lights up the side of a building with its miniguns.


The MG42 appears only as an emplaced weapon throughout the World War II flashback mission "Project Nova". The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.

MG42 with bipod extended - 7.92mm Mauser
MG42 used by a Russian soldier.
Same as above...
The MG42 being used by Reznov.

Type 92 Heavy Machine Gun

The sentry guns in the zombie map "Kino der Toten" are built around a Type 92 Heavy Machine Gun. A double machine gun mount in the level "Victor Charlie" also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from Call of Duty: World at War.

Type 92 Heavy Machine Gun - 7.7x58mm SR
Type 92 mounted on an electrical engine.


Seen as a part of the SAM Turrets.

The SAM Turret killstreak.


F1 hand grenade

The French F1 hand grenade is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet F-1.

F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.
The grenades under the right shoulder are the F1s.
F1 hand grenade on dead Russian soldier. An RGD-5 hand grenade is also visible.

M7 Gas Grenade

M7 CS gas grenade.
The black grenades on the waist are the M7.

M18A1 Claymore

The M18A1 Claymore anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the "Spikemore", which as its name indicates launches spikes along with its usual shrapnel.

As with other Call of Duty games, the mine is based on the depiction of the Claymore in Metal Gear Solid, emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated.

The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.

M18A1 Claymore anti-personnel mine.

M34 White Phosphorous grenade

The M34 White Phosphorous grenade, referred to as the "Willy Pete," is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.

M34 White Phosphorous grenade.
The green grenade on the belt is the M34.

M67 hand grenade

The M67 hand grenade once again returns as the primary grenade of every faction in-game (not including the World War II mission "Project Nova"). Because Black Ops takes place from 1961 to 1968, it would be slightly more accurate to see the M26 hand grenade instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not exactly anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.

M67 fragmentation grenade.

Mk 2 hand grenade

The Mk 2 hand grenade is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map "Kino Der Toten".

Mk 2 "Pineapple" High-Explosive Fragmentation hand grenade.
Mk 2 hand grenade on Tank Dempsey's coat.

Model 24 Stielhandgranate

The Model 24 Stielhandgranate is used by the German soldiers in the World War II mission "Project Nova" and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.

Model 24 Stielhandgranate.
Model 24 is about to be thrown.
Model 24 on the ground.

RGD-5 hand grenade

The RGD-5 hand grenade is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player

RGD-5 High-Explosive Fragmentation hand grenade.
RGD-5 hand grenade on a dead Russian soldier. An F1 hand grenade is also visible.

RGD-33 stick grenade

The RGD-33 stick grenade is used by the Russian soldiers in the World War II mission "Project Nova" and usable by the player.

RGD-33 stick grenade.
RGD-33 is about to be thrown.
RGD-33 on the ground.



A GP-30 can be mounted on the AK-based gun and the Galil; as ever for the series, it is incorrectly called a GP-25. This time though, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the standalone Device "D" noiseless grenade launcher / pistol combo (which could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s, or else the OKG-40 "Iskra" prototype underbarrel grenade launcher that was developed in 1965.

GP-30 grenade launcher - 40mm
Third-person view of the AK-based gun equipped with a GP-30.
The launcher about to be fired.
Loading a new grenade.

GSN-19 "Kanarejka"

The GSN-19 grenade launcher is a unique attachment for the AKS-74U compact carbine. First encountered in the single-player mission "Rebirth". Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the Device "D" noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.

GSN-19 grenade launcher - 30mm
GSN-19 in idle.
GSN-19 in reloading.
AKS-74U with a GSN-19 on a table.

Knight's Armament Masterkey underbarrel shotgun

The Knight's Armament Masterkey is a purchasable attachment for some Assault Rifles in multiplayer, and is seen in singleplayer mounted on the M14 and M16 in "SOG", the AK-47 in "Victor Charlie", the Enfield in "Rebirth" and the Galil in "Redemption". It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom Mossberg 500 mounting seen in Predator), using something like an XM148 mount or a custom M203-like handguard as a base.

Knight's Armament Masterkey - 12 gauge
Masterkey mounted on M16.

M203A1 grenade launcher

The M203 grenade launcher returns once again, but this time, it actually has the trigger and trigger guard, unlike in Call of Duty 4: Modern Warfare and Modern Warfare 2. In the first stages of the game, the M203 lacked the front and rear mountings as can be seen below, but added in the final version. Since Black Ops takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969. A more historically-accurate choice would have been the XM148 grenade launcher.

Knight's Armament Company M203A1 with 9" barrel - 40x46mm. Intended for attachment only to M4 Carbines, also available with a 12" barrel like in the game.
Reloading a M203A1 attached to a Colt Commando.

See Also

World War II Games Call of Duty (United Offensive)  •  Call of Duty 2  •  Call of Duty 3 (Roads to Victory)  •  WWII
Modern Warfare Series Call of Duty 4: Modern Warfare  •  Modern Warfare 2  •  Modern Warfare 3
Black Ops Series World at War  •  Black Ops  •  Black Ops II  •  Black Ops III  •  Black Ops 4
Standalone Games Call of Duty Online  •  Ghosts  •  Advanced Warfare  •  Infinite Warfare

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