|Call of Duty: Modern Warfare
Official Box Art
||October 25, 2019
||Call of Duty
Call of Duty: Modern Warfare is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the Call of Duty series. Modern Warfare is a soft reboot of the original Modern Warfare trilogy (Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by Barry Sloane rather than Billy Murray), and similar classic Call of Duty gameplay, while telling a completely new story.
The following weapons appear in the video game Call of Duty: Modern Warfare:
Modern Warfare features a more extensive system of weapon customization than earlier Call of Duty games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to.
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players could create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.
Modern Warfare features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous Call of Duty: Infinite Warfare also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in Far Cry 3, 4, and 5).
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.
For what are apparently legal reasons, many weapons and equipment featured in Modern Warfare have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the Heckler & Koch MP7A2 in-game is another good example of this as it also sports a differently shaped receiver and other components.
Additional trivia on weapons in Modern Warfare:
- In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.
- There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.
- Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.
- All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.
- Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.
- Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous Call of Duty games (which generally feature dramatic slide racks instead).
The Beretta M9A3 was added in Season 3 as the "Renetti". It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the Beretta 92 series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.
The "Renetti" can be turned into a pseudo-Beretta 93R: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.
As of Season 5, the "Renetti" now uses a black slide by default.
Beretta M9A3 - 9x19mm Parabellum
Beretta 92 - 9x19mm Parabellum
Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.
The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.
Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17.
Empty-reloading the pistol.
Maneuvering to release the slide.
Attacking the gas tank cover of a sedan with the M9A3.
Holding a shoulder-stocked Beretta in a traditional fashion.
Beretta 93R - 9x19mm Parabellum, for comparison.
Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire within
Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the Resident Evil
video game series.
Beretta 92FS with attached SGS compensator - 9x19mm
The "Guard One" blueprint for the "Renetti", which seems to be inspired by the "Samurai Edge" Berettas of the Resident Evil
series, specifically Albert Wesker's two-tone Samurai Edge. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.
Acquiring a "Guard One" found in multiplayer. The M9A3's draw animation shows the user cocking the hammer.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 AE version in the alpha, but this was replaced in the beta with generic ".50 pistol" rounds.
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.
Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE
The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.
Aiming down the Desert Eagle's iron sights.
Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "Forge Tac Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.
Upon empty, the player character dramatically dumps out the magazine.
Releasing the slide after mashing in a new mag.
In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.
Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end.
A player character holds a Desert Eagle Mark XIX fitted with a compensator.
An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.
The Glock 21 appears in-game as the "X16". It has a tan frame, and the slide has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces.
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.
One of the customization options is the ability to equip the gun with a Glock 41-style slide (Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.
Glock 21 (3rd Generation) - .45 ACP
The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from Titanfall
, a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.
Aiming down the three-dot style sights.
Performing a mag swap with the pistol.
Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.
The acquiring animation of the G21 - the user performs a brass check.
A stocked Glock held in a more typical style.
Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a Glock 18C, indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.
Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.
Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.
"The Howler" (a PS4 exclusive) and the "Impossible Task" blueprints have a modified slide and frame, with the former resembling that of a Springfield Armory XDM (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a Smith & Wesson M&P.
Springfield Armory XD-M 5.25 - .45 ACP
Smith & Wesson M&P45 with 4.5" barrel - .45 ACP
A preview of the "Impossible Task".
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an Arsenal Firearms Strike One, along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.
Arsenal Firearms Strike One - 9x19mm Parabellum
A preview of the "Urban Defiler" without its included attachments.
The weapon in-game, in the bowels of a cargo ship.
Wrapping up a tactical reload, with the used magazine in hand.
Chambering a round on the empty reload.
Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.
Kimber Custom TLE/RL II
The Kimber Custom TLE/RL II is featured in the game, and is fitted with traditional M1911A1 style grips. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.
The "Riptide" blueprint added in Season 1 is fitted with a Kimber Warrior's grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.
Kimber Custom TLE/RL II - .45 ACP
Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.
Sighting in the target with the .45.
Changing out seven-round magazines.
In a series first, the game actually shows the slide stop on the 1911 engaging the slide on empty reloads.
Thumbing the slide release on empty.
Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.
Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.
Press-checking a customized Kimber 1911.
Equipping a pair of 1911s, which shows some clipping of the reflex sights.
The unique "Javelina" is a blueprint modification available to owners of the Operator edition. It looks similar to an STI Tactical, but has an STI Costa Comp Carry style rectangular cutout on the left side of the slide. The "Corax", "Bite Strength" and "Blue Dwarf" blueprints also have this resemblance, and the "Obsidian Carat" has an identical frame, but requires the "1911 Stalker" attachment in order to match the slide as well.
STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP
The "Blue Dwarf" STI-style 1911.
Reloading a "Javelina" found in multiplayer.
SIG-Sauer P320 RX
The SIG-Sauer P320 RX, identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has an intermediate length and height between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options, along with other attachments. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually an M1911 in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).
SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm
SIG-Sauer P320 RX Full Size - 9x19mm
Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX.
Powerstroking the slide from empty.
Drawing a P320 - as with the other pistols, the operator checks the chamber.
Officer Kyle Garrick firing a P320 at a terrorist in London.
The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.
Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.
The ".357" is a hybrid between the Colt Anaconda and the Smith & Wesson Model 581. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a Colt Python, and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.
Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum
Smith & Wesson Model 581 - .357 Magnum
Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum
A .357 in multiplayer, wielded by Golem.
About to fire; note the hammer in full cock.
Opening up the cylinder to reload.
Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, four spent casings will end up on the ground in-world if one looks down, regardless.
Sliding in a fresh speedloader of ammo.
Meleeing with the Magnum, which shows its right side.
About to close the cylinder on a .357 with a long barrel and wood, Metro-like
The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.
The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.
But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.
The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.
Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.
Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.
Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in Call of Duty: Ghosts
, the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the Smith & Wesson Model 327 Performance Center M&P R8. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.
Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum
The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".
An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.
Brügger & Thomet APC9 K PRO G
The Brügger & Thomet APC9 K PRO G was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being extended to the rear, similarly to the Brügger & Thomet GHM9 carbine. It is depicted with a reciprocating charging handle like the original APC9 series (which didn't include a compact K variant), and the handle's length is intermediate between the original APC9 and the PRO variants.
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel, "FSS Revolution", a long barrel similar to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the full-size APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.
Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum
Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum
Spawning in with the B&T APC9 - the first round is shown being chambered.
Captain Price with his APC9 in the Suldal Harbor map.
Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.
Working the B&T's fire selector.
Performing a non-empty reload.
About to dump out an empty mag.
Inserting a new one, and Price uses his trigger finger to release the bolt.
Tapping a wall with the APC9.
Brügger & Thomet APC9-P carbine - 9x19mm Parabellum
Brügger & Thomet APC9 PRO G - 9x19mm Parabellum
Brügger & Thomet APC9 SD - 9x19mm Parabellum
FN P90 TR
The FN P90 TR is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large assembly to the front of the P90.
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.
FN P90 TR (Triple Rail) with optics removed - 5.7x28mm
Aiming down the rail mounted irons.
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original FN P90. As with the AUG's unique integrated scope, the reticle cannot be changed.
The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like Modern Warfare Remastered
, the translucent magazine is fully animated.
View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.
Working the P90's action.
Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".
"The Neutralizer" P90 which shows off the custom stock and waffle magazine all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard (not to be confused with the USNA Retribution
from Infinite Warfare
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).
In addition, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign. All blueprint variants in multiplayer have SEF trigger packs, and many of them also have the M-LOK handguard. The "Point Blank" variant lacks a scope mount by default.
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an SP89, and changes the HUD name to "MP5K". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.
Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm
Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm
Patrolling the Rammaza market with the MP5A3.
Actuating the MP5's fire selector.
Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.
Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.
Knocking the bolt back into battery with the old magazine still in hand.
Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.
Followed by the obligatory HK-slap to close the bolt.
Smacking the ground with the MP5's collapsible stock.
An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.
A multiplayer character holds an MP5A3 with a SureFire 628LMF-B handguard and a red dot sight attached to a low profile rail system.
About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in "Proxy War". Note that the triangular part on the lower receiver is modeled on the opposite side compared to a real SEF lower.
Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm
Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the Gulag Showers.
Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.
Heckler & Koch MP5A2
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an MP5A2. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.
Heckler & Koch MP5A2 with Navy trigger group - 9x19mm
An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.
Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison. Note that the front part of the stock isn't wooden on this version.
The "Admiral's Pride" MP5.
Heckler & Koch MP5SD3
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an MP5SD3.
Heckler & Koch MP5SD3 - 9x19mm Parabellum
An MP5SD3 made from the "Point Blank" blueprint, in Gunsmith.
Heckler & Koch MP5SD2
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an MP5SD2.
Heckler & Koch MP5SD2 - 9x19mm Parabellum
A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note that a rail is added to the bottom of the MP5SD handguard.
Heckler & Koch MP5/10
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an MP5/10, minus the bolt hold open assembly.
Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto
Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto
The H&K MP5/10 equipped with a red dot sight and collapsible stock.
The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.
Heckler & Koch MP7A2
A black Heckler & Koch MP7A2 appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.
Heckler & Koch MP7A2 - 4.6x30mm
Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.
A vanilla MP7A2 in the Gulag showers.
Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.
Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.
Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.
Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.
The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.
The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.
The "Piercer" blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.
A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.
The iron sights are a bit simpler than the regular variants.
About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".
Equipping the "Piercer" MP7.
The full-sized IMI Uzi is featured in the game, and has an accurately slow rate of fire compared to its depictions in the Black Ops series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the Micro Uzi.
Unlike previous games, the Uzi in Modern Warfare is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual Uzi Carbine. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".
IMI Uzi with buttstock extended - 9x19mm Parabellum
IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum
An operator wields the Uzi in-game and admires the patriotic garage doors.
Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.
Reloading the Uzi with a fistful of magazines.
Pulling the bolt back on an empty reload. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), expect that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reoad. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.
Giving the brick wall a what-for with the Uzi's collapsible stock.
Drawing an Uzi; the player character slaps the stock to unlock it...
...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.
IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum
Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.
Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum
The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the Uzi Pro Pistol (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".
IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum
IMI Uzi with buttstock extended - 9x19mm Parabellum
The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.
A KRISS Vector chambered in .45 ACP was added in Season 4 as the "Fennec". It is a hybrid between the Gen I and Gen II Vector, as it has the magwell, safety, and pistol grip of the former, but with the pivoting trigger, the ribs above the magazine release, and the lack of an opening above the barrel (for a SureFire weaponlight) of the latter. Furthermore, the "Fennec" lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, to the point that the proprietary "Super-V" recoil management system of the real world Vector would not be able to function.
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the UMP45) locks the weapon to 2-round burst, while using higher damage (hollow point) ammo. Curiously enough, the Legendary "Silver Fox" blueprint does have three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually somewhat similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a detachable sling swivel like a Vector SDP pistol.
TDI / KRISS USA Gen I Vector Blank Fire with EOTech red dot sight and extended magazine - .45 ACP
KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum
Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.
Working the side fire selector.
Withdrawing the Vector's magazine.
Pulling the charging handle...
...or smacking the bolt release, Sleight of Hand style.
Thumping a pillar with the Vector.
KRISS USA Gen II Vector SDP - .45 ACP / 9x19mm Parabellum
A Vector SDP build in Gunsmith.
KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum
The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine, along with an adjustable stock reminiscent of the KRISS DS150 stock used on the post-2017 Vector CRB & SBR. The Magpul angled grip clips into the magwell rather than being cut down as in Call of Duty: Ghosts
A silly looking Vector with the "Apex" and "Sabre" parts, along with an SL8
-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).
The LWRC SMG-45 was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/carbine version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.
LWRC SMG-45 pistol with stabilizing brace - .45 ACP
The "Striker 45" on Rust.
Working the selector lever.
Wyatt performs a non-empty reload.
Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.
Sending the bolt home. The charging handle is only used in the draw animation.
Thumping a shipping container with the arm brace.
Heckler & Koch UMP45
The "Undertaker" variant of the SMG-45 resembles the Heckler & Koch UMP45, noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for Heckler & Koch USC lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.
The UMP45 resemblance also applies to the later-added "Dream Dasher", "Evil Manifest", "Halcyon Days" and "Garrote" blueprints; the latter is fitted with the "FTAC Precision Fixed Stock", which is visually similar to an MP5A2's stock.
Heckler & Koch UMP45 with RIS rail - .45 ACP
The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.
Right side of the UMP in Gunsmith.
Drawing the UMP45 with a chamber check.
Pointing the UMP at some scaffolding.
Aiming through the raised sights.
Reloading the UMP. The charging handle now always stays forward in first person.
Heckler & Koch USC - .45 ACP
A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.
Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.
The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.
The PP-19 Bizon-2 is featured in the game. It uses a 64-round helical magazine by default, and can also use a fictional 84-round magazine.
PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.
Looking down the Bizon's iron sights.
Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.
Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.
Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.
Rechambering the Bizon underhand style.
The operator attempts to break his SMG across a column.
A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.
Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.
The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.
Steyr AUG A3 9mm XS
The Steyr AUG A3 9mm XS appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an AUG HBAR style barrel.
Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm
Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an IWI X95
, although the original low profile butt can be equipped instead.
The AUG A3 9mm XS in-game.
Locking the bolt back on an empty reload.
Palming the charging handle forward.
Racking the stock against some rocks.
Thumbing the bolt release with Sleight of Hand.
The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the beta build of Modern Warfare 2019 erroneously used the safety as a fire selector switch. As of launch, this has been fixed.
Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.
The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.
Steyr AUG A3
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an AUG A3 assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.
The "Gremlin" blueprint, Hadir's personal rifle, has a top rail similar to that of an AUG A2, as well as an A1/A2 flash hider.
Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO
Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.
Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm
An AUG A3 SF-style build in-game.
Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.
Reloading a 5.56 semi-waffled magazine.
Clacking some rocks with the AUG's stock.
The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.
The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.
Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.
Browning Citori 725
A Browning Citori 725 over and under shotgun with some alterations appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro series, though the barrels lack the extended chokes seen on this version. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.
Browning Citori 725 Pro Sporting - 12 gauge
Browning Citori 725 Pro Trap - 12 gauge
The Browning Citori 725 in-game.
Reloading the top barrel after firing a single shot.
Ejecting both shells, which appear to have been melded together.
The melee animation of the 725.
A player character wields a Citori 725 outfitted with a "Brownlee 32mm" magnified scope and a "Chronen Ergo Precision" adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.
A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.
The Fostech Origin-12 is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.
Fostech Origin-12 with 9.75" barrel - 12 gauge
The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.
Aiming down the tacticool iron sights.
Somehow the operator manages to wield both magazines during a reload.
The shotgun is tilted over to show the bolt being released from empty, much like in Rainbow Six: Siege
And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.
Fostech Origin-12 with 18.5" barrel - 12 gauge
Right side of the Origin-12 with the 18.5" barrel.
Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.
Fostech Origin-12 SBV
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.
Fostech Origin-12 SBV - 12 gauge
A good look at the "FORGE TAC Dart" arm brace.
Reloading a drum magazine into an Origin-12 SBV.
Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.
Knight's Armament Masterkey
The Knight's Armament Masterkey is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.
Knight's Armament Masterkey - 12 gauge
A view of the "12-Gauge Deputy" mounted on an M16-lookalike.
The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.
Hybrid Underbarrel Shotgun
The version available to the post-release Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94 uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the M26 MASS. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.
Knight's Armament Masterkey - 12 gauge
M26 MASS 12 gauge mounted on M4A1 carbine
with C-More red dot sight 5.56x45mm
The shotgun attached to the CTAR-21.
As seen from the right under a SG 551.
The hybrid Masterkey as seen in-game on a modified Tavor.
The M26 Modular Accessory Shotgun System was added to the game in the Season 2. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.
An update in April 2020 added the ability to use Dragon's Breath ammunition.
Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge
Gunsmith view of the M26 MASS.
The M26 on the Bazaar level.
Working the action, which sends out a spent shell.
Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.
Throwing an empty mag out of the M26, the user first pulls the bolt back.
Chambering a round from empty.
Remington 870 MCS
The Remington 870 MCS appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since Call of Duty 3 to correctly depict this procedure.
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.
Remington 870 MCS Entry - 12 gauge
The entry-length 870 MCS in-game.
Pumping after firing a shot; the spent shell can be just barely seen to the right.
Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.
The MCS style stock inspects the photogrammetry-rendered earth.
A shorty 870 on the Shoot House level.
Wielding a wood-furnished Remington.
Sleight of Hand-reloading with a competition-like reload technique.
A Remington 870 modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.
ADS of the different iron sights.
Reloading a slug shell - note the TiN-finished bolt.
Remington 870 TAC-14 DM - 12 gauge
An 870 DM made from the "Gulf Stalker" blueprint.
The box magazine 870 in-game.
Reloading a magazine loaded with Dragon's Breath shells.
Tossing out an empty mag; as with the M26 MASS, the action is opened initially.
Chambering a fresh round.
Standard Manufacturing DP-12
The Standard Manufacturing DP-12 is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar shotguns from previous Call of Duty games.
Standard Manufacturing DP-12 (FDE) - 12 gauge
When initially acquired, the user gives the DP-12 a dramatic pump.
Looking through the MBUS PRO Steel Sights.
Cycling the shotgun after letting out two buckshot blasts.
Reloading; shells are quickly loaded into the right and left tubes.
One of the shotgun's melee animations.
The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.
Rifles & Carbines
The AK-47 appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:
- Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0" RPK Barrel”, an RPK-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the AKS-74U and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a PM md. 63 style foregrip.
- Stock options consist of the "Field LMG Stock", a PKM-style stock; "Skeleton Stock", an AKS-74 folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.
- Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.
Using optic attachments adds a side-mounted Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time when the Russian armed forces have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below.
The AK-47 on the Aniyah Palace level.
Working the AK's selector.
Performing a tactical reload.
And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.
Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.
Rapping on a wall with the wood stock.
Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.
The AK-47 in the official multiplayer trailer, equipped with what appears to be the "Flash Guard" attachment which is based on the SureFire SOCOM 3-Prong Flash Hider. However, in the final game the AK-47 uses a different flash guard.
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an AK-74 (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "AK-12". It has the AK-74's 5.45mm magazine, stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it weren't modified to Krinkov length as mentioned below. This was changed in the final game, with the name remaining "AK-47".
The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.
Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".
Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.
An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.
East German MPi-AKS-74N - 5.45x39mm
The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N.
In the campaign, the AK-47 can be found with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an AKM, though it still has the AK-74's characteristic front sight block, 90 degree gas block, and muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German MPi-KMS-72 style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The stamped receiver/original AK barrel combination also applies to the "Black Bear", "Sand Sweeper", "War Saw" and "Dusk Ripper" blueprints added post-release, the latter also having an MPi-KMS-72 style stock.
Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game.
A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , volk
), corresponding to their wolf head logo.
The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.
MPi-KMS-72 - 7.62x39mm, for comparison.
Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.
The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.
The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.
An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).
The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian Arsenal AR-M1.
Arsenal AR-M1 - 7.62x39mm
An AK with the 74-style barrel assembly lying on the floor.
Reloading another example with a drum magazine.
The “8.1" compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the "muzzle brake" and the "FSS Close Quarters Stock" resembles the Peruvian SC-2026C.
Diseños Casanave SC-2026C - 7.62x39mm
The SC-2026C lookalike in Gunsmith. It still has wooden furniture, and is fitted with a left-side dovetail mount for optics like the base AK-47.
Arsenal SAM7K pistol - 7.62x39mm
When no muzzle attachment is selected, the “8.1" compact barrel” has a Krinkov muzzle. The "no stock" attachment on this compact carbine gives it an appearance somewhat reminiscent of the Arsenal SAM7K.
The carbine in the multiplayer reveal trailer.
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the AKS-74U. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints: "Upper Hand" (with no stock), "Duly Devoted", "Last Rites", and "Black Cat" (with an MPi-style stock).
Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.
The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.
Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in Modern Warfare
, all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the Metro
An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver and flip-up rear sight) can be seen in the background of unlockable emblems from Season 3.
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the AKMSU.
The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.
Custom-built gold-plated AK carbine used in the film Lord of War
An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from Lord of War
The AN-94 was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from earlier Nikonov prototype assault rifles. As with Call of Duty: Black Ops II, the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the third round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake." It also feeds from transparent 5.45 30-round magazines by default, and can take an RPK-74M extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason.
Initially equipping the AN-94 with an overhand bolt pull.
The Nikonov in idle. Note the rear sight and open front sight from earlier Nikonov prototypes.
As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the production AK-12/15 rear sight.
Using the fire mode selector.
A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in Azerbaijan).
Reloading with both mags sandwiched together, the old one is upside down.
Kicking out an old magazine, very Battlefield 3/4
Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.
Melee-ing gives also gives a good view of the dynamic 5.45 magazine.
The ASh-12.7 prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.
ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm
ASh-12.7 prototype - 12.7x55mm
The ASh-12.7 on the Stack small map.
Aiming down the rather short-radius iron sights.
Tossing an empty mag aside on the empty reload.
Pulling the ASh-12's charging handle.
Stock attack of the weapon.
The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large VSSK Vychlop
Operator Minotaur shows off his guns and the right side of the weapon.
"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.
A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side.
Colt Model 933
The Colt Model 933 appears, inaccurately referred to as the longer-barreled M4A1. By default, it is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambi sling mount. Similarly to the Modern Warfare 2 M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan BCM B5 Enhanced SOPMOD buttstock, tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover and partially tan KAC sights.
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an LMT M203 grenade launcher. It can also be converted to use .458 SOCOM ammunition. The "no stock" attachment replaces the collapsible stock with an AR pistol receiver extension. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.
The weapon's model features some of the best details in the entire Call of Duty series, with articulating bolt releases, magazine releases, and selector levers. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.
Colt Model 933 - 5.56x45mm NATO
Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.
Aiming down the KAC sights.
Working the AR fire selector switch.
Reloading the PMAGs. The magazine stop is properly animated.
The bolt release paddle also sticks out on empty. Detailed animations have come a long way since Call of Duty 4
. Note also the FORGE TAC markings all over the side of the gun.
Chambering the Colt Model 933 with a forceful smack.
Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.
Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.
Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.
A modified Model 933 chambered in .458 SOCOM, including "The Purist" blueprint which makes the pistol grip black and uses iron sights from the XRK version.
A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the "Commando Foregrip", which resembles a Magpul Angled Foregrip.
ADS of the different sights.
Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has some visual features reminiscent of this weapon.
The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.
Mk 18 Mod 0
The “FSS 11.5" Commando” barrel attachment turns the weapon into a Mk 18 Mod 0, albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.
Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO
Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in Call of Duty 4
A carry handle equipped Mk 18 Mod 0 made from the "Jumping Spider" blueprint. Prior to Season 5, the magazine and stock had the same tan color seen above but are now recolored black. The same color change is also present on the KAC rail cover on the 933's RIS II.
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble an M16A3 (Colt Model 901). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.
Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.
FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.
Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.
The M16/M203 combo setup in-game.
Smacking the forward assist on an M16A3/A4 lookalike.
The auto M16 on the Gun Runner level.
Reloading the SureFire MAG5-based 50-round magazine.
Thumping the ground with the M16 stock.
Scope view of the psuedo-SPR.
An M16 build made from the OG blueprint. Note the reworked carry handle, which resembles a G36's scoped carry handle with the front end cut out, and another cutout is present along the rail. The RIS mount knobs are on the right-hand side, opposite of the real version.
Aiming through the sights of the waifued up "The Breakup" blueprint.
Looking through the carry handle rear sight.
Colt 9mm SMG
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a Colt 9mm SMG, though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).
Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm
A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.
Inserting a magazine on the empty reload.
Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.
The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.
It is equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.
Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)
The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group, unlike the standard "M4" weapon model.
A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".
Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign.
Getting a good view of the carbine.
Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs.
Affixing the XRK M4 with the “FSS 14.5" Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16" barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard “FSS 14.5" Tac Lite” handguard.
The "Task Force" blueprint added in March 2020 is modeled after an actual M4A1. It largely resembles the weapon seen in Modern Warfare 2, though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of Call of Duty 4: Modern Warfare.
The "Task Force" blueprint. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical Call of Duty
six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".
Full view of "Task Force" which more or less has the same setup as the M4A1 in Modern Warfare 2
bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the "totally not 6 position stock".
An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.
The FAMAS F1 is featured in the game, and fires in three-round bursts by default, like in Modern Warfare 2. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a Remington ACR, despite the FAMAS not even being gas-operated.
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous Call of Duty games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.
FAMAS F1 - 5.56x45mm NATO
FAMAS with PGMP rail mount system - 5.56x45mm NATO
Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.
Initially-drawing the FAMAS results in a fast brass check.
Aiming down a new set of rail-mounted irons.
Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.
Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.
Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.
A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.
A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.
A yet-unreleased FAMAS G1 blueprint in an intro screen to the armory.
A FAMAS blueprint released in Season 4 simply labeled "Fractured" includes the G1 style triggerguard and the Valorisé upper receiver discussed below, a similar configuration seen in recent Battlefield
The "Fractured Forces" and "Code Breaker" blueprints convert the base FAMAS into a prototype FAMAS Valorisé, albeit with some cosmetic modifications.
FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm
The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.
The "Fractured Forces" in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, but at least it's gold-plated now.
Chamber-checking the "Code Breaker".
The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.
Inserting a magazine in the empty reload.
The FN FAL is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk.
The "Aristocrat" blueprint can be unlocked after purchasing "The Royal Armory II" pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and "Royal Armory" is inscripted on both sides.
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.
FN FAL 50.00 - 7.62x51mm NATO
FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel & muzzle
FN FAL "G Series" - 7.62x51mm NATO
The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.
The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.
Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous Call of Duty
games. The weapon is depicted with "S-E" selector markings like the Austrian StG 58 variant, but their positions are incorrect, as they are supposed to be behind the selector switch (and with the S above the E). The selector lever is set to safe, though in the currently shown position it would be pointing towards the full-auto setting on a real FAL.
On empty, the user checks the empty chamber...
...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.
Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.
FN FAL Paratrooper
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.
IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO
The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.
DSA SA58 OSW
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith.
DSA SA58 OSW Carbine - 7.62x51mm NATO
SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm
The base "Smooth Dominator" FAL, which gives it a DSA SA58 OSW
style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.
The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.
The pseudo-SA58 on Vacant.
Using the new set of iron sights.
Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actutated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.
The old magazine dropping out.
Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position).
The SCAR-H appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "FN" moniker in its name, the markings identify the fictional manufacturer "Forge Tac Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.
The weapon is also seen in the "Poster" calling card in multiplayer.
Third Generation FN SCAR-H STD - 7.62x51mm NATO
Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which either has no length of pull adjustment or it works like an ACR stock), the relocated pins, and the greatly elongated side rails.
Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.
The regular FN SCAR in-game.
Aiming; as in BOII
, the top half of the rear sight is missing, though the front sight hood is now missing as well.
Using the SCAR's fire selector.
The tactical reload; like the FAL
, the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:
* Like the "M4A1", the magazine release is animated.
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).
* There are "Forge Tac Arms USA" markings underneath the rear sight.
On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.
Thumbing the bolt release on empty. With the UBGL, the user smacks the bolt release, and some variants use a more forceful smack.
"The Traitor" SCAR-H, note the ACR
-like stock and the receiver vaguely resembles a CZ 805 BREN
or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver.
The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an FN SSR, though it remains select-fire and lacks the three-pin barrel retaining blocks.
FN SSR (Sniper Support Rifle) - 7.62x51mm NATO
The left side of an FN SSR build in Gunsmith.
An FN SSR-lookalike in-game.
Dry-reloading the accurized SCAR.
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.
FN SCAR-SC - 5.56x45mm NATO
Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.
A view of the stock right at the start of a reload.
The SCAR-SC build in Gunsmith.
Heckler & Koch G36
The Heckler & Koch G36 was added with the "Season One" content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.
As in Call of Duty: Modern Warfare 3, it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are inspired by the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted below the optics instead of above.
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The reciever is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the reciever, the folding part of the charging handle).
The most notable trait of the "Necrosis" model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.
Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO
Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.
Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...
Idle pose of the "Holger-26". Note the chopped down front sight.
Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "Forge Tac" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.
Reloading from empty necessitates the additional step of racking said charging handle.
With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.
A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.
Having wised up, he resorts to using the stock instead.
Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.
Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO
The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.
The "Gilded" G36 blueprint, which uses the normal-model stock.
Heckler & Koch G36KA4
The "XRK Ultralight" barrel attachment turns the weapon into a G36KA4.
Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO
Inventory preview of the G36K with a flat Picatinny top...
...and with an integral optic, the one modeled after the upper reflex sight.
The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in reciever designs.
The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.
Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.
Tugging the charging handle on an empty reload.
With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's somehow
faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.
The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.
Aiming down the reflex optic.
Sprinting with a "Necrosis" G36K fitted with an integral optic, looking dramatically
better than mounted on the G36C rail.
Heckler & Koch G36C
The “FTAC 8.98" Spitfire” attachment turns the gun into a G36C.
Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO
A G36C build in Gunsmith.
The Aliens M41A Pulse Rifle
-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.
Heckler & Koch HK433
The Heckler & Koch HK433 appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The "Union Black" blueprint gives the weapon a telescoping stock.
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the Colt Canada C8 CQB or the Heckler & Koch G36CSF would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the "Union Black" blueprint in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the "Union Black" stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).
Heckler & Koch HK433, third prototype - 5.56x45mm NATO
An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.
Aiming down the 433's sights.
Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.
Pulling the HK's charging handle on a dry reload.
Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.
Reloading the 433 with a C-Mag.
Working the bolt release in a manner similar to the "M27 IAR" from Call of Duty: Ghosts
, as seen with the combination of Sleight of Hand and the Beta C-Mag.
The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.
Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.
IWI Galil ACE
A 7.62x39mm fully-automatic IWI Galil ACE was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.
The "CR-56 EXO" attachment gives it a folding stock similar to the original IMI Galil, and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a Beretta AR-70/223-like handguard.
In an exception to all select-fire assault rifles released so far, the Galil in-game lacks the ability to select between automatic and semi-automatic fire modes. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.
IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm
IWI Galil ACE GAR51SBR - 7.62x51mm NATO
The Galil ACE with its default 11.8" barrel. Note how it also uses an AK-12
/AK-15 like round buffer telescoping stock.
The lower receiver has a bit of resemblance to both the 7.62x39 Bushmaster ACR
lower and the AK-Alfa
. A left side safety is completely absent, though.
The Galil ACE on the reimagined "Hardhat" map from MW3.
Throwing aside a spent magazine.
About to rock in another.
Working the ACE's action.
Stock attack of the Galil.
Price holding a Galil in "The Story So Far" trailer.
IWI Galil ACE GAR39SBR - 7.62x39mm
Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.
"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.
IMI Galil AR - 5.56x45mm NATO
IWI Tavor CTAR-21
A Tavor CTAR-21 with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7". Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.
IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO
IWI Tavor 7 - 7.62x51mm NATO
Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.
Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.
Iron sights. These are very open and clear.
Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.
Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.
With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.
Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.
The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.
IWI Tavor TAR-21
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized TAR-21, with an extended handguard.
IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington
Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.
The "Corrupter" TAR-21, which also features an even further-stylized chassis.
The Karabiner 98k is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks.
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).
The Bipod attachment gives the Kar98k the folding monopods from an Arisaka Type 99 rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.
Karabiner 98k - 7.92x57mm Mauser
An Allegiance soldier patrols an old farm with his vintage Kar98k.
Looking through the rifle's iron sights.
Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.
Removing a stripper clip with two rounds left on the partial reload.
Loading the K98k's magazine from empty.
The empty clip is knocked out by chambering the first round.
When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.
Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser
Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.
Scanning the skies for enemy aircraft.
Reloading the scoped K98k with individual rounds.
The stock attack of the Karabiner.
The M14 appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in Call of Duty 4: Modern Warfare), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC.
M14 rifle - 7.62x51mm NATO
An operator watches the helicopter that dropped him off fly away, M14 in-hand.
Aiming down the battle rifle's sights. Note the "Forge Tac" markings.
Reloading a 10-shot magazine.
Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in Medal of Honor: Warfighter
Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.
The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.
M14 with Sage EBR chassis - 7.62x51mm NATO
A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".
Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO
Another customization with the "FSS Raider Chassis Pro".
M1A with JAE-100 G3 stock - .308 Winchester
Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.
The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.
A view through the different sight picture.
Marlin Model 1895
The Marlin Model 1895 appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.
Marlin Model 1895SBL - .45-70
Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.
Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.
Loading the Marlin round-by-round.
Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.
SAS operator Charly wields a suppressed, scoped .45-70.
A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.
The Marlin as seen in one of the trailers.
Marlin Model 1895 - .45-70
SIG-Sauer MCX VIRTUS SBR
The SIG-Sauer MCX VIRTUS SBR appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The "Tempus Cyclone" gives it an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The "no stock" attachment normally removes the stock, but the one on the "Radioactive" blueprint gives it an AR pistol receiver extension.
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.
SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO
SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.
Gunsmith preview of the "M13".
Like the HK433, the MCX is held with a C-clamp grip by default.
Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in Modern Warfare 2
. Also note the fictional "SOLOZERO Optics" manufacturer.
Flicking the fire selector.
Reloading with two translucent magazines.
Tossing out an empty one.
Tabbing in the bolt release.
Melee animation of the SIG MCX; note the brass marks on the deflector.
SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a Zero Dark Thirty
The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.
SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison
A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel, which is slightly shorter than an actual VIRTUS Patrol.
At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is longer
than the real MCX Patrol.
Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.
A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.
The "Short Stuff" MCX, which has the ejection port of a SIG-Sauer MPX
modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the "Die Cast" blueprint.
Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.
The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).
SIG SG 552
The SIG SG 552 was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.
SIG SG 552 with scope rail attached - 5.56x45mm
Side profile of the SIG SG 552 as seen in Gunsmith.
Spetsnaz operator Bale wields the SG 552 on hallowed ground.
Aiming down the carbine's sights.
Working the SIG's fire selector.
Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.
Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.
Melee-ing with the stock.
The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.
FAMAE Mini-SAF with picatinny rail - 9x19mm
The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.
SIG SG 550
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, effectively converting it into a SIG SG 550. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip makes it resemble the SG 550 SR variant (albeit with a standard SG 550 barrel).
SIG SG 550 with proprietary bipod - 5.56x45mm
An SG 550 build modeled by Wyatt.
Reloading the 550 in-game.
Aiming with the unhooded front sight post.
SIG SG 550-1 (sniper variant) - 5.56x45mm
The SG 550 SR-like build.
SIG SG 551
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard, effectively turning the gun into a SIG SG 551. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.
SIG SG 551 LB - 5.56x45mm
The SG 551 carbine as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.
An SG 551 inside the Atlas Superstore.
Thumbing the bolt release as seen with Sleight of Hand.
Zastava M59/66 SKS
The Zastava M59/66, a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.
Oddly, the SKS uses Western style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.
Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm
The M59/66 SKS in its base form, with a polymer chassis and side folding skeleton stock.
A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the Simonov AVS-36
The SKS in a semi-wooded area.
Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.
Rechambering the SKS. This is also its equip animation.
Thumping a fence with the side-folding stock.
SKS with Fab Defence UAS Stock - 7.62x39mm
The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.
Knocking out a ten-shot magazine with the Sleight of Hand reload.
Using said perk results in the bolt being pulled in an underhand fashion.
Zastava M59/66 - 7.62x39mm
The M59/66 with a classic cherry wood stock.
The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.
Looking through the PU reveals much more modern reticle.
Accuracy International AX50
The Accuracy International AX50 is featured in the game.
Accuracy International AX50 - .50 BMG
The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.
Getting a good look over the Euphrates Bridge level with the AI AX50.
Ejecting a spent .50 cartridge.
Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.
Butt-stroking with the AX50.
The Sleight of Hand reload, with the rifle kept leveled forward.
The alternate AX50 chassis as seen with the "Corpse Maker" variant.
The Barrett XM109 was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".
It uses .50 BMG ammunition by default, but can be modified fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle comes with an XM109 length barrel by default, and can be equipped with the longer "FTAC Seven Straight" barrel, which combined with not using the 25mm grenade ammo effectively makes it an M82 series rifle build (though with only five-round mags, instead of ten-rounders).
Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake
The base "Rytec AMR" in Gunsmith.
The Barrett rifle on the standalone version of the "Scrapyard" map recreated from MW2
The view through the default scope.
Removing the magazine in an unusual manner.
Chambering the Barrett. This is also its draw animation.
Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle with some elements (such as the magwell) that appear to be similar to the Victrix Corvus. It is fitted with the stock of an Armalite AR-50A1 with a miniaturized cheek rest from the Victrix Armaments Minerva series, and a KeyMod handguard loosely inspired by the Sureshot Armament Group SVD Chassis. The pistol grip is inspired by the Stark Equipment grips.
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.
A unique "Grassy Knoll" variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called "Hadir's Right Hand".
Armalite AR-50A1 - .50 BMG
Initially drawing the "HDR" - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.
View through the sniper scope.
Working the bolt after firing a shot.
Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.
Hitting a boulder with the weapon's stock.
Operator D-Day using an "HDR" in the multiplayer trailer.
A Gunsmith preview of "Hadir's Right Hand".
"Hadir's Right Hand" in multiplayer.
Reloading Sleight of Hand style - note the different style of receiver and forend.
The SVD Dragunov appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.
The "skeleton stock" attachment gives it an SVDS-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.
SVD Dragunov - 7.62x54mm R
The SVD in-game, on the "Euphrates Bridge" level.
View through the PSO-1 scope.
Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.
Releasing the bolt; it also appropriately locks back on empty now.
A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.
Post 1990s SVD with synthetic furnishings - 7.62x54mm R.
The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.
A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.
Right side of the modernized SVD.
Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.
The rechambering animation is now performed in an underhand style.
Dillon Aero M134 Minigun
A handheld Dillon Aero M134 Minigun appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.
Dillon Aero M134 with flash suppressor - 7.62x51mm NATO
Third-person view of the Minigun, note the short belt of 7.62 NATO.
Melee-ing results in thrusting the barrel cluster forward.
The FN Minimi was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to Modern Warfare Remastered's multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an M240-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.
FN Minimi Mk3 - 5.56x45mm NATO
FN M240B - 7.62x51mm NATO
The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.
Note the lack of a clubfoot in the bottom of the stock.
Equipping the FN Minimi with the carry handle.
Aiming through the iron sights.
Unlike the other machine guns, the charging handle is only used on empty reloads.
Flicking out a leftover link and inspecting the chamber.
Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.
Thumping a pallet with the stock.
A paratrooper length Minimi with a Leupold HAMR sight.
Tossing aside a spent SureFire magazine.
Inserting a new quad-stack mag.
Charging the Minimi in an underhanded fashion.
A long-barreled Minimi with the bipod deployed and the 200-round belt box.
The Minimi on the lower image, on a fixed mounting.
Heckler & Koch MG5
The Heckler & Koch MG5 appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate M240.
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the Knight's Armament LAMG. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.
Heckler & Koch MG5 - 7.62x51mm NATO
Drawing the H&K MG5 with the aid of the carry handle.
Holding the MG5 on a hostile chicken farm.
Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.
Flicking away a leftover belt link in an empty reload.
The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in Squad
. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.
The player character threatens a chicken for trying to eat his camouflage.
KAC LAMG - 5.56x45mm NATO
The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.
Another example of the LAMG-inspired furniture on the "Hazard" blueprint.
The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.
Aiming down the different set of iron sights.
Loading the new belt in place.
Heckler & Koch MG5 A2
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an even shorter barrel option called "M91 Infantry".
Heckler & Koch MG5 A2 - 7.62x51mm NATO
The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.
In a modelling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".
The L86A1 is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the L85 assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the AR-18.
L86A1 with SUSAT scope - 5.56x45mm NATO
Aiming down the carry handle iron sights.
Toggling the fire selector.
Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.
Pulling the L86's charging handle.
Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.
When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.
Palming the bolt release on the Sleight of Hand reload.
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an L85A1 assault rifle.
Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature Modern Warfare
fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.
The MG34 appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the MG42-based MG3 or Zastava M53 would be more appropriate.
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".
MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser
Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.
Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.
Latching in a new Gurtrommel 34
assault drum. Note how the character holds the machine gun by the receiver with his right hand.
Pulling out the 7.92mm ammo belt a bit too far.
The melee animation of the MG34.
The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.
The PKM is available in Modern Warfare. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.
The "25.9" heavy barrel" attachment gives it a PKP Pecheneg's barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.
The "Standard Issue" blueprint is fitted with modern tactical furniture. This is also the case for the "Usurper" and "Bludgeoner" variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.
PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R
Azur equips a PKM, making use of the carry handle.
The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.
Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.
Latching in a new belt box.
Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.
Working the bolt a second time afterwards to chamber a round.
A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.
Aiming with the new rear sight.
Right side of the PKM as seen in Gunsmith.
A customized PK, including the PKP-style heavy barrel assembly.
Carl Gustaf M4
The Carl Gustaf M4 appears as the "Strela-P" (named after the Strela MANPADS series, which the Carl Gustaf is unrelated to), and in the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. The M4 is direct fire only in the released game.
Carl Gustaf M4 - 84x246mm R
Aiming down the M4's scope.
Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.
The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.
It gets shoved aside as the new 84mm round is loaded.
Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.
The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.
The FGM-148 Javelin appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous Modern Warfare games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.
FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm
The FGM-148 system in game.
Locking on, about to fire the missile.
Using the Javelin as a very, very expensive battering ram.
The FN 40GL can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).
A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in Ghosts
. Note that the handgrip is shaped a bit more like the F2000's GL1.
Using the grenade launcher.
"Aiming", which really just zooms in.
Gunsmith preview of an FN 40GL.
The GP-25 can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").
The GP-25 mounted to an AK-74 lookalike.
Aiming the grenade launcher; the actual sights are present but not used.
Reloading the VOG-25 round.
Gunsmith preview of a GP-25.
The LMT M203 grenade launcher can be attached to most of the remaining weapons in the "assault rifles" category.
LMT M203 2003 L2B - 40x46mm
Using the M203 affixed to the M16 lookalike.
Dumping a spent shell out of the M203.
Inserting a new 40mm round.
Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.
Gunsmith preview of a M203.
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.
The launcher attached to the Tavor.
The "M203" affixed to a "Grau 5.56".
Milkor Mark 14
The Milkor Mark 14 appears in campaign and Special Ops as the "MGL-32". It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected.
Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.
Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm
Alex holds an MGL acquired right before the final onslaught in "Proxy War".
Aiming through the scope after the Russians unhelpfully cut out the lights.
Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.
Loading the cylinder with an oversized speedloader.
A view of the loaded 40mm rounds.
The RPG-7 is featured in the game.
Wielding the RPG-7 on the Grazna Raid level.
Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.
The Russian 9K333 Verba, also known by the NATO name SA-25, appears in the game as the "PILA" (plural form of pilum, a type of Roman javelin or more likely "saw" in Russian) It's depicted with a spherical battery coolant unit from a SA-14 Gremlin. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.
SA-25 (9K333 Verba) - 72mm
SA-14 Gremlin (9K34 Strela-3) - 72mm
The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.
Holding the 9K333/SA-25 and looking at a crashed UAV.
Aiming through the Verba's scope.
Reloading the tube in a dubious manner.
Model 7290 Flashbang Grenade
The "Flash Grenade" in multiplayer is a Model 7290 flashbang grenade.
Model 7290 flashbang grenade
An M7920 grenade in the loadout menu.
About to toss a Flashbang grenade.
Mk.V CN Gas Grenade
A modernized depiction of the American Mk.V CN Gas Grenade appears in multiplayer as the "Gas Grenade".
The updated Mk. V CN grenade in loadout.
About to toss the Gas grenade on the Sea Knight crash site.
M18 Smoke Grenade
The M18 Smoke Grenade appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.
A Smoke Grenade in the loadout menu.
Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.
M67 Hand Grenade
The M67 Hand Grenade is featured in the game.
The M67 Frag Grenade in the loadout section.
Preparing to throw an M67 grenade.
The M18A1 Claymore is featured in the game, still featuring laser tripwire detonators.
M18A1 Claymore anti-personnel mine
A Claymore mine laying in front a G36. Note its legs are missing.
The lasers don't even emit from the top apparatus anymore.
M84 Stun Grenade
A somewhat fictionalized depiction of the M84 stun grenade is featured in multiplayer as the "Stun Grenade".
A M84 grenade in the loadout.
Flicking the pin off of a M84 stun grenade.
Hybrid Bouncing Mine
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.
The "Proximity Mine" in the loadout menu.
The bounding mine, deployed.
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game "thermite" functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.
The Thermite grenade as seen in the inventory loadout.
Preparing to toss a Thermite grenade.
Unusable RGD-5 grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.
RGD-5 High-Explosive Fragmentation hand grenade
An RGD-5 on Nikto's vest.
Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.
RGO Fragmentation Grenade
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown RGO fragmentation grenades on his vest.
Note the warpaint camo that is a rather obvious homage to Commando
In multiplayer, the AGS-17 automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.
AGS-17 "Plamya" on tripod - 30x29mm
The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.
Operating an Allegiance "Wheelson" in a multiplayer match.
The Browning M2HB appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.
The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.
Entering the M2HB in the IFV - the operator always chambers a round.
Using the Browning .50. Note the same MG42 crosshair that's been used since Call of Duty 2
Aiming simply zooms in the screen.
Bushmaster M242 Chaingun
M242 Bushmaster chainguns are mounted and used on the Bradley IFV/"IAV" armored vehicles in the game.
M242 Bushmaster Chain Gun (Current Model) - 25x137mm
A M242 chaingun on a derelict Bradley from the "Euphrates River" multiplayer level.
General Electric GAU-8/A Avenger
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their General Electric GAU-8/A Avenger rotary cannons.
General Electric GAU-8/A Avenger - 30x173mm
General Dynamics M197 Vulcan
The M197 Vulcan is affixed to the VTOL jumpjet in multiplayer, continuing the Modern Warfare 2 tradition of inappropriately outfitting Harriers with swiveling gun turrets.
General Dynamics M197 Vulcan - 20mm
An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi "Flanker"-like splinter paint scheme.
A fictional jet heavily inspired by the Sukhoi Su-25 "Frogfoot" is seen in the trailer, dropping cluster bombs on a scene resembling "the Highway of Death" from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its Gryazev-Shipunov GSh-30-2 cannons be seen mounted in the nose cone.
Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.
A real "Hell Cannon" found in Aleppo, Syria.
The "Hell Cannon" with some of its peculiar warheads.
A KPVT can be found in the "Azhir Cave" multiplayer map.
KPVT heavy machine gun - 14.5x114mm
A KPVT almost installed on a truck.
M29 Mortars are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".
A Marine next to the Mortar.
A dead Al-Qatala member lies next to it.
Mk 47 Mod 0
In multiplayer, the Mk 47 Mod 0 automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.
The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.
The background for the Coalition operator customization screen has a missile tube from a BGM-71 TOW standing up in the background.
BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm
The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.
Hybrid Reverse Draw Crossbow
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.
The crossbow in Gunsmith.
First-person view of the crossbow.
Either a MG42 or MG3 is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.
MG42 with drum magazine - 7.92x57mm Mauser
An unusable Taser X26-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.
Promotional Artwork/Calling Cards Exclusive
An early model of the Beretta 92 is seen in the promotional image for "The Bodyguard" customization pack for Domino.
Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm
Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.
Daniel Defense DDM4V7S
The opening launch screen of the game displays a silhouetted operator armed with a Daniel Defense DDM4V7S with a Vortex AMG UH-1 holographic sight and sound suppressor.
Daniel Defense DDM4V7S SBR - 5.56x45mm NATO
Desert Tech MDR
A Desert Tech Micro Dynamic Rifle equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu.
Desert Tech MDR - 5.56x45mm NATO
Noveske Shorty Switchblock
What appears to be a Noveske Shorty Switchblock equipped with a VLTOR upper receiver is seen in some promotional artwork.
Noveske Shorty Switchblock - 5.56x45mm NATO
An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.
Mk 46 Mod 0
The Mk 46 Mod 0 is seen in a promotional artwork.
Mk 46 Mod 0 - 5.56x45mm NATO
A US soldier holding a Mk 46 Mod 0 on the left.
Accuracy International AXMC
A new opening launch screen introduced with the "Season 1" update features another shadowed operator, this one being a sniper armed with a newer model of the Accuracy International AXMC rifle of unspecified caliber.
Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum
Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.
Heckler & Koch MP7A1
The playercard "Dry Heat" shows the silhouette of a proper Heckler & Koch MP7A1.
Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm