Call of Duty: Modern Warfare 2

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This article is still under construction. It may contain factual errors. See Talk:Call of Duty: Modern Warfare 2 for current discussions. Content is subject to change.

Call of Duty: Modern Warfare 2 (2009)

SPOILERS.jpg WARNING! This page contains spoilers. Read at your own risk!

Call of Duty: Modern Warfare 2 (also known as simply Modern Warfare 2, CoD:MW2 or MW2) is the sixth main installment of the Call of Duty series and the second installment of the Modern Warfare franchise. Officially released worldwide on November 10, 2009, MW2 was developed by Infinity Ward and published by Activision for the PC, PS3 and Xbox 360 platforms. The game's storyline is set in the year 2016, five years after the events of Call of Duty 4: Modern Warfare. It continues the plot of the Western governments dealing with the Russian Ultranationalist party, which is now in power within the country. During the campaign, the player will take the roles of PFC Joseph Allen and PVT James Ramirez of Hunter Two-One, 1st Battalion, 75th Ranger Regiment, U.S. Army, as well as Sgt. Gary "Roach" Sanderson and Capt. John "Soap" MacTavish of Task Force 141, a new multinational special operations force under the command of LTG Shepherd.

It should be noted that a number of weapons appearing in this game do not hold the correct number of bullets in their magazines in singleplayer. Multiplayer, however, typically gets the number correct (there are are two exceptions, in which it is the opposite).

The following weapons and equipment are used in the video game Call of Duty: Modern Warfare 2, also known as Modern Warfare 2:



Note: All handguns in the game, except for the Springfield 1911, are available in both single and multiplayer modes. All handguns in the multiplayer can be equipped with a variety of accessories, including: FMJ rounds, suppressors, dual wield (akimbo), tactical knives, and extended magazines (unless noted otherwise).

Also note that the game treats all handguns as operating in DAO (Double Action Only) mode.

Heckler & Koch USP45

The Heckler & Koch USP45 returns from Call of Duty 4: Modern Warfare complete with incorrect extended barrel, and appears in single player and multiplayer. It can be identified by the markings on the slide. This handgun is equipped with a non-removable, non-usable laser aiming module and it can be equipped with a suppressor. One of the main sidearms of the Russian forces, including Ultranationalists and Internal Troops, and Task Force 141. In single player, the USP is always equipped with the tactical knife attachment. In multiplayer, the USP is unlocked at level 4 (Private First Class) and is an effective sidearm overall. It has a magazine capacity of 12 rounds, and 18 rounds with the extended magazines attachment.

Heckler & Koch USP45 - .45 ACP
USP45 in the Create-a-Class menu. Note that it has the rear sight of a Heckler & Koch Mark 23.
The player is reloading his USP45 during a Capture the Flag match trailer.
USP45 with sound suppressor and a tactical knife.
Akimbo USP45's. Note that the left pistol is just a mirror of the right one.

Colt Anaconda

The Colt Anaconda, called ".44 Magnum" in-game, is the signature weapon of Lieutenant General Shepard (voiced by Lance Henriksen), which he uses in a couple of significant instances during the story line. The modeled weapon's grip has no finger grooves, which means they could be Pachmayr Presentation grips.

A goof can be seen in one scene: General Shepard pulls back the hammer, and then the cylinder incorrectly rotates again when he pulls the trigger. Earlier in the story, another goof can be seen when General Shepard pulls out his Anaconda to shoot someone despite the holstered Anaconda on his model still visibly in the holster, as though he has another big Anaconda tucked in the back of his pants.

It is a useful weapon in multiplayer mode due to its quick draw and power, and the fact that the Anaconda will fire as fast as the player can press the fire key. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment. Interestingly, if you zoom in on the barrel of a dropped Anaconda with a regular sniper rifle scope, it reads: "BRAD ALLENCONDA"; a reference to Brad Allen, the main weapons designer of Infinity Ward.

Colt Anaconda - .44 Magnum
Anaconda in the Create-a-Class menu.
Anaconda in first-person view.
Reloading the Anaconda.
LTG Shepherd (voiced by Lance Henriksen) loading his Anaconda before helping the player get up. Note that even though Shepherd is a Lieutenant General in command of an elite Special Forces unit engaged in a heated battle he doesn't feel the need for any protective gear. Furthermore a high-caliber revolver isn't exactly standard issue as a sidearm. No superior officer should be allowed such reckless behavior unless they were bulletproof.
Shepherd with his Anaconda on a later level.

Beretta 92SB

The Beretta 92SB returns from Call of Duty 4: Modern Warfare, incorrectly appearing as the military issue M9. It is the primary sidearm of all U.S. troops in single player, and is also used by the Afghan National Army, Task Force 141, U.S. Navy SEALs, and is infrequently used by the Middle Eastern OpFor and a local Militia in Brazil.

Beretta Model 92SB - 9x19mm. (note rounded trigger guard and flat bottom magazine).
Note the rounded trigger guard, denoting the pistol as a 92SB.
92SB in first-person view. Note that this shot is under low graphical settings, as the in-game model actually has a black finish rather than matte-black.
Reloading a suppressed Beretta, with greater graphical settings showing the proper black finish. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.

IMI/Magnum Research Desert Eagle Mark XIX

Faust, Alejandro Rojas' assistant, and the local Brazilian Militia, carry Desert Eagle Mark XIXs with a black barrel and slide, chrome frame, and an unusable laser aiming module attached to the underside as their standard sidearm. It is equipped with custom 3-dot sights (of which the rear notch is spaced too far apart, making horizontal aiming difficult and the front post is misaligned, meaning the gun would shoot to the right were the player character to actually line up the sights properly; the tactical knife "fixes" this) and Magnum Research's new barrel with a Picatinny rail. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by Barry Pepper), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them. Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available.

Desert Eagle Mark XIX with blued finish - .50 AE
Desert Eagle in the Create-a-Class menu.
The arms dealer's assistant, Faust, shoots a local gunman with his Desert Eagle. Also noted is the game's newer character models, which show pain when hit by rounds. (The choreography of this scene is an homage to the briefcase scene in Collateral.)
Faust aims and fires his Desert Eagle in one of the trailers.
A close-up view of Desert Eagle from the same scene, which clearly shows the laser module.
Desert Eagle in first-person view. Note the custom sights.
Reloading the Desert Eagle.
A close-up of CPL Dunn's (voiced by Barry Pepper) Desert Eagle. This and the one on the floor of the panic room are the Call of Duty 4 models.

Glock 17

The Glock 17 appears in the game in a full auto configuration, with a 33-round magazine (50 if equipped with Extended Magazine). Although it is called "G18", alluding to the select fire Glock 18 manufactured by the same company, it has no selector switch, and the frame is olive-drab, which was only featured on their semi-automatic designs; incidentally it also has no magazine release. In singleplayer, the converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in "Last Stand" (a state in which a character is downed and can only use their sidearms, which sporadically happens to AI enemies in singleplayer and is a perk in multiplayer), and on occasion, Middle-Eastern OpFor. The weapons is also available in several Spec-Ops missions.

In singleplayer, the weapon is correctly modeled with the extended magazine when held in a character's hands. However, when shown in TF 141 characters' holsters, it it modeled with the flush-fit non-extended magazine. This is most evident in the Brazilian missions when Captain MacTavish is shown holding his G18 on Rojas with the extended magazine, but one sees it with the regular magazine in his holster in other levels. In addition, the G18's 3rd person model correctly shows a 2 handed grip without the magazine clipping through the shooter's bottom hand. The weapon is held one-handed it 1st person. The weapon is reloaded by sling-shotting the slide (pulling it back and letting it go when empty) instead of utilizing the slide release, though the slide release is used when the gun is equipped with akimbo and while on a snowmobile. When equipped with Extended Magazines, the starting ammo without Scavenger is 49 bullets plus the 50 in the gun itself. This means that if the weapon is emptied and reloaded, it will not have a full magazine.

It is unlocked at level 22 (Master Sergeant) for multiplayer modes. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm.

Glock 17 with OD Green frame - 9x19mm
Glock 17 in the Create-a-Class menu.
Glock 17 in first-person view. Note the olive-drab frame.
A Glock 17 fired by "Roach" on a snowmobile in the mission "Cliffhanger". Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.
A close-up view, strangely on the slide "Gluke" can be read, but there is no model number, nor the caliber.
The Glock also appears on the "Last Stand" and "Last Stand Pro" perk symbols.

Beretta 93R (Mockup)

The "M93 Raffica", classified under the Machine Pistol category, is a Beretta semi-automatic pistol converted to resemble and function like a Beretta 93R. The in-game model has a slide mounted safety, while real 93Rs have a frame mounted safety, elongated trigger guard, and a more angular slide. It seems likely that the developers took the base 92SB model and added 93R parts to it and made it shoot three-round bursts. It is attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. The in-game model has an extended magazine but still only holds 15 rounds in singleplayer, though in multiplayer it holds a more appropriate 20 rounds.

In singleplayer, it is seen in the armory in "The Gulag" level when the TF141 is searching the gulag for prisoner #627, and is also found in "Loose Ends" in the armory in the basement and in the "Museum" level. It is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS.

Beretta Model 92SB - 9x19mm. Base weapon of the 93R mockup.
Real Beretta 93R for comparison - 9x19mm
"M93 Raffica". Despite being depicted here with a custom pistol rail system for mounting sights, it uses a completely different system in game.
Fake 93R in game.
Akimbo "M93 Rafficas" during multiplayer.

Springfield Armory Loaded 1911

The same Springfield Armory Loaded 1911-esque M1911 pistol given to Soap by Captain Price in the 1st game during the final level "Game Over" reappears in the second game. It is carried by Soap, visible on his holster in "Cliffhanger" level. Its appearance is more story than gameplay-important. Some Ghillie snipers and FSB troops are also seen with this holstered, though they never use them and tend to switch to a Heckler & Koch USP45 that magically appears. One militia also carries this weapon during a cutscene.

It is only usable in the museum bonus level, where it possesses a bug in its reloading animation; when emptied, there is a noticeable pause of a few seconds before the reload animation plays out. In multiplayer, when the player is using a sniper rifle as their primary weapon, on an arctic or desert type map, the M1911 will appear in either the player's holster or on their belt.

Springfield Armory Loaded M1911A1 - .45 ACP. The one seen in the game has silver bushing and pale G-10 Gunner grips.
Captain "Soap" MacTavish (voiced by Kevin McKidd) climbing up the ice with the SA Loaded 1911 pistol.
A militiaman attempting to arrest Faust drops a SA Loaded 1911 after being shot. Interestingly enough, once gameplay starts, the weapons turns into a Beretta 92SB.
SA Loaded 1911 in first-person view.
Museum bonus level.
A dead Ghillie sniper with a holstered SA Loaded 1911.

Submachine Guns

Heckler & Koch MP5K

The MP5K (with custom Rail Interface System and threaded barrel) appears in the game. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. It is often seen with a Red Dot Sight. The world model depicts it with a 15-round magazine, though the first person and Create A Class images both show the correct 30-round magazine.

A suppressed version, the "MP5KSD", is available in the Spec Ops mission "Hidden". The 'SD' suffix denotes an integral silencer; clearly the silencer is NOT integral. Note that in the cases where the suppressed MP5K is paired with a red dot sight (as seen in the campaign levels "The Enemy of My Enemy" and "Just Like Old Times" and in several of the Spec Ops missions), it is appropriately labeled "MP5K Silenced Red Dot".

Heckler & Koch MP5K - 9x19mm
Airsoft Jing Gong MP5K RIS JG202. How the MP5K looks in the game (with some differences).
MP5K R.I.S. System (modeled after an ICS Airsoft RAS)
MP5K in Create-a-Class menu.
The MP5K in the player's hands.
Russian Internal Troops' supply units (notable by their white griffin patches) firing MP5K submachine guns behind riot shields.
A suppressed MP5K with red dot sight in "The Enemy of My Enemy".
Reloading the suppressed MP5K.

Heckler & Koch UMP45

Used by Russian police, Russian military, Shadow Company, and Task Force 141. The UMP45 can be equipped with extended magazines like all the other SMGs. It, like the MP5K, has tactical rails added to the weapon. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed.

Heckler & Koch UMP45 - .45 ACP
UMP45 with Holographic (EOTech) sight attachment.
Reloading the UMP45.
A Russian soldier holds a UMP45 fitted with a reflex scope.
The Shadow Company soldier on the far right wields a UMP45 with an EOTech sight.

TDI Vector

The Prototype TDI Vector fitted with a Gen 1 stock and "25+"-round magazine loaded with 30 rounds is used by Russians, Shadow Company, and occasionally Task Force 141, along with the Brazilians who rarely ever use this. Usually has a reflex sight, and in some levels has a suppressor. Everywhere in the game (unless camouflaged) it has a default two-tone black and tan finish like the real-life prototype; in 'Just Like Old Times' Soap's Vector has a unique black finish. Despite firing the .45 ACP round, it strangely has lower damage than the 9mm MP5K and Mini-Uzi and the other .45ACP SMG, the UMP. As with some of the other in-game weapons, the iron sights have Infinity Ward trademarks on them.

Prototype TDI Vector - .45 ACP
Vector information card.
Vector with red dot sight and red tiger camouflage finish.
The player reloads his Vector in a multiplayer match. Note ACOG and digital camouflage.

Brügger & Thomet MP9

The Brügger & Thomet MP9 variant with a scope rail is available in the game. In-game, it is called the TMP, which was manufactured by Steyr until 2001, upon which the design was sold to Brugger & Thomet. Visually, the TMP is identical to the MP9, save for the design of the ejection port and the stock. The MP9 is often seen in singleplayer used by Middle Eastern OpFor, Russian Airport Security Police, Makarov's Ultranationalists, and Shadow Company, and is often dual-wielded (with an expected drop in accuracy); a few unique cases allow the player to acquire akimbo MP9s with red dot sights attached, a combination that is impossible in multiplayer given the sights on dual-wielded weapons cannot be used.

In singleplayer, it has an incorrect 32-round magazine, while in multiplayer it has a correct but small 15 round magazine (which can be emptied in about 1 second, and only increased to 25 with Extended Mags), but extremely low recoil and great accuracy when aiming down its sights. It is unlocked at level 58, making it the final machine pistol unlocked, but it is hugely unpopular on account of its absurdly small magazine size, high unlock rank, poor hip-fire accuracy and low damage. This results in it being overlooked in favor of other, better-performing and easier to acquire machine pistols.

B&T MP9 - 9x19mm
B&T MP9 in first-person view, with olive lower receiver, ghost ring sights, and unused side rails.
Reloading the MP9 fitted with a red dot sight.
Pulling the charging handle of the MP9. It appears to be modeled with a strange ejection port.


The FN P90 TR appears simply as "P90" in MW2. It is used by Russians and Shadow Company members in single player. It is erroneously depicted as being reloaded by yanking the magazine out, instead of using the two catches in the rear to release the magazine. Unlocked at level 24 in multiplayer, the P90 is a popular choice for the same reason as in real life: it is compact, has a large capacity and low recoil, does good damage and has a high rate of fire.

FN P90 TR - 5.7x28mm
Model of the P90.
P90 with reflex sight in first-person view.


The PP-2000 is used by Russian Paratroopers and Makarov's Ultranationalist troops in both normal and last stand modes. Interestingly, like the Glock 17 they fire it semi-auto in last stand and usually discharge a few rounds by accident if they are shot in last stand. The PP-2000 can be equipped with assorted sights, scopes and accessories, including a thermal sight exclusive to the level "The Only Easy Day ... Was Yesterday." It is an all around effective weapon in multiplayer mode because of its high rate of fire and low recoil, the weapon's only drawback is its 20 round magazine. When drawing the weapon for the first time or picking it up, the weapons safety must be disengaged before using it much like the G3 in Call of Duty 4.

PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm
The PP-2000 is under the 92SB.
PP-2000 with reflex sight in first-person view.

IMI Mini Uzi

The Mini Uzi returns from Call of Duty 4: Modern Warfare, and it is used by Brazilian militiamen, Mid-east OpFor, and rarely Makarov's Ultranationalist in the mission "Enemy of My Enemy." Near the end of the game, the player gets to fire a Uzi during the boat chase. Rarely has any attachments but a dual wield version is available. When aiming down sights, the sights are not properly lined up, and the gun would shoot high in reality. Unlike its Call of Duty 4 incarnation (which had difficulty engaging at medium to long ranges on account of its high recoil due to the stock being folded), the Mini Uzi in Modern Warfare 2 has its stock unfolded, and as such has manageable recoil, though the player character still holds it only with one hand. It is incorrectly portrayed as firing from a closed bolt instead of an open one, as seen when using the "Akimbo" attachment.

Mini Uzi with stock folded - 9x19mm
"Soap" MacTavish shoots his Mini Uzi while chasing an enemy zodiac.
Mini Uzi in first-person view.

Sa. Vz. 61 Skorpion

The Sa. Vz. 61 Skorpion can be used in the mission "Team Player" via the console command "give skorpion". Model, animations and sounds are the same as those in Call of Duty 4: Modern Warfare.

Sa. Vz. 61 Skorpion - .32 ACP

Assault Rifles & Battle Rifles


The FAMAS F1 is seen in the game. It can only fire in 3-round bursts, and is used mostly by Russians. Occasionally, it can be seen in single player with unique "White Tape Camo," which is used as a temporary stand-in for the arctic camouflage. It incorrectly holds 30 rounds instead of the FAMAS F1's 25-round capacity. This, notably, is also the first validly usable (that is, excluding weapons that can only be obtained through console commands) weapon on this list that cannot be dual-wielded. Yes, you can dual-wield UMP-45s, P90s, and Vectors, because... reasons.

FAMAS F1 - 5.56x45mm NATO
The FAMAS with red dot sight first-person.
Reloading the FAMAS. Note that Roach's finger is out of the trigger guard; a rare occurrence in the first game.
Russian Ultranationalist holds a FAMAS with White Tape Camo.
Gary "Roach" Sanderson holds a FAMAS F1 with improvised white tape camo during the "Gulag" mission.

Colt M4A1 Carbine

The M4A1 is the first weapon available for the player in the entire singleplayer campaign, it used mainly by the U.S. Army Rangers and Task Force 141, including Capt. John "Soap" MacTavish. During the mission "No Russian", the player, Vladimir Makarov, and a few others of the terrorist group also uses the M4A1. The in-game model features A.R.M.S. S.I.R. system, tan camouflage, flip-up PRI front and A.R.M.S. #40L rear back up iron sights. With a few exceptions, this weapons is mostly used with an M203 grenade launcher, and many of them use other optional attachments. A suppressed M4A1 is available in the "Museum" map.

The rifles in-game are apparently Colt-manufactured, with Colt's "prancing pony" logo stamped on the left side of the lower receiver on the in-game model. Curiously, the M4A1 held by Capt. John "Soap" MacTavish in one of the promotional images has a Bushmaster stamp on it.

A common modeling mistake showing the fire selector switch is set on semi-auto, though the weapon itself fires on full auto. In addition to that, the right side of the weapon is a mirror of the left side, which means that the M4A1 lacks very important parts; such as the ejection port, forward assist, brass deflector and magazine release button. This goes for the M16A4 as well.

Colt M4A1 - 5.56x45mm
An A.R.M.S. S.I.R. system, like the one featured in-game.
M4A1 in multiplayer, fitted with iron sights, suppressor and snow camo.
Reloading an M4A1 in the MP.
An early development photo, showing the M4A1 and fitted with Trijicon ACOG and M203 grenade launcher. This picture takes place in the mission "Takedown", though the M4A1 was replaced by the Remington ACR at the final release.
Capt. John "Soap" MacTavish with his M4A1.
A Task force 141 member with an M4A1 fitted flip-up iron sights, EOTech holographic sight, M203 grenade launcher and a desert camouflaged stock and pistol grip. Note that the right side of the weapon is a mirror of the left side.
Lt. Simon "Ghost" Riley with his M4A1 during "The Only Easy Day... Was Yesterday" mission.

Colt M16A4

First seen in the "Infamy" trailer. The M16A4 is seen in the hands of the U.S. Army Rangers. Like the M4A1, many of these have M203 grenade launchers. Mostly seen used by the Rangers in the Washington, D.C. missions or by Task Force 141. It also mounts a Picatinny rail in the carrying handle which is never used, as the handle is always removed when sights are mounted; this is combined with an enlarged rear sight on the handle itself to clear said rail. The rifle also has rail covers on the quad-rail foregrip.

Just like in Call of Duty 4: Modern Warfare, when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action.

M16A4 Modular Weapon System - 5.56x45mm
The M16A4 in the game.
US Army Ranger fires his M16A4 fitted with ACOG. (Note that the front sight is removed.)
M16A4 with M203 in the "Infamy" trailer. This is also seen in the trenches in Washington DC.
M16A4 with ACOG in First-person view.


This AK-47 variant is fitted with a King Arms (KA-SK-05) railed handguard, IO Inc SCOP0040 scope mount, and T6 stock adapter, along with a Vltor IMod Stock. It is also depicted with an AKM-style ribbed top cover. Standard rifle of pretty much every foreign military you fight. Most are seen with arctic or desert furniture, although some AK's in the level Loose Ends will have several in digital and woodland furniture. It is rather inaccurate for the Russian soldiers in game to be using this, as the AK-47 is no longer in main service. A much more correct choice would have been the AK-74M. It is the last weapon unlocked in multiplayer at level 70, and as such does not see much use as most players prefer to Prestige instead.

Photoshopped AKM fitted with Tapco Intrafuse and T6 furniture sets and a Vltor Modstock and Stock Adapter, to look like the weapon in Modern Warfare 2 - 7.62x39mm
The custom AK-47 with a Red Dot Sight on Mission "Cliffhanger".
Reloading a custom AK with arctic furniture and ACOG.
Custom AK-47 on Captain MacTavish's back. Note M4 style telescoping stock.
Captain "Soap" MacTavish with an custom AK-47.


The SCAR-H is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. The in-game model is an old 2nd generation model, with the straight cheek rest on the stock. Its rear sights is chopped down, and as with the Vector (and some other weapons), the iron sights have Infinity Ward trademarks. In multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds 30; it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the "Extended Magazines" attachment.

A unique variant with a vertical foregrip can be found in the singleplayer level "S.S.D.D." It is also shown with a vertical foregrip in the killfeed in multiplayer.

When the weapon is emptied and reloaded, the bolt release is hit, but the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round.

Third Generation FN SCAR-H CQC - 7.62x51mm NATO
The FN SCAR-H in action during the video of Flag Runner mode.
Reloading a SCAR-H CQC fitted with a Masterkey.
Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.
A SCAR-H CQC with thermal sight at the Shadow Company hideout. note straight cheek rest of the 2nd generation model


The FN FAL appears in the game, equipped with a receiver mounted rail for attaching scopes and 30-round magazines. In game it is simply called "FAL". Although it clearly says FN FAL on the receiver, it has the handguard and iron sights from a FN LAR, and the charging-handle from DSArms SA58 FAL rifles. It is used almost as often as the AK-47 by militia, and sometimes by Russians. It's not capable of full-auto fire, which would seem correct for the inch-patterned FAL. In singleplayer it is usually equipped with either a KAC Masterkey or an ACOG scope. The "speed reload" technique is utilized when reloading, in which a fresh magazine is used to actuate the release paddle and eject the old magazine. In Multiplayer, the mags hold only 20 rounds unless the Extended Mags attachment is equipped, then it holds 30 like in the Singleplayer.

FN FAL - 7.62x51mm NATO.
Original FN LAR (Light Automatic Rifle) - 7.62x51mm. Image used to show the handguard and sights.
DSArms SA58 OSW Carbine - 7.62x51mm NATO. Image used to show the charging handle and 30-round magazine.
FN FAL in first-person view.
Looking down an ACOG after the EMP impact. Technically because the ACOG scope doesn't uses any batteries, we should be seeing a glowing reticule instead a black crosshair.
The player presses the mag release paddle with the fresh mag...
...the old magazine falls down and he quickly inserts the new one. Note that there are still bullets in the mag.
Brazilian militia with FN FALs.

FN F2000 Tactical

FN F2000 Tacticals are seen in the hands of the Russians, most notably in the oil rig, where they use thermal sights. The F2000 can incorrectly mount the M203 grenade launcher instead of the FN GL-1. Also, strangely, the EMP has no effect on its reflex sight. When emptied and reloaded, the weapon's takedown button is hit as if it were a bolt release. The F2000's charging handle must be pulled to chamber a fresh round since the weapon does not have a bolt release.

Despite being an assault rifle, it behaves more like an SMG: it has a very high rate of fire (chewing through its 30 round magazine in less than three seconds) with substantial recoil, very low damage without Stopping Power. Its unpredictable recoil and low damage makes it useless at medium to long ranges unless burst fired. For this reason, attaching an ACOG scope makes long range engagements all but impossible. However, its rate of fire allows it to excel in close quarters.

Its Create-A Class image shows the removable forearm pushed back where the trigger guard would be.

FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO
F2000 Tactical with infrared scope, first-person view.
Reloading the F2000 Tactical. Note how the FN logo is rotated 90 degrees.
Soap hitting the takedown button, which apparently chambers a round instead of causing the rifle to come apart.
The F2000 Tactical with "Masterkey" shotgun. This is a pre-release screenshot. In game the F2000 never appears in the hands of the Militia.

FN F2000

The FN F2000 Tactical turns into a regular FN F2000 when a Red Dot Sight is equipped.

FN F2000 - 5.56x45mm NATO
The F2000 in multiplayer.

IMI Tavor TAR-21

The IMI Tavor TAR-21 is used by Russian soldiers and Task Force 141. The Tavor TAR-21 almost always has some kind of optical sight or scope, including the standard MARS sight (As a result, after the EMP 3/4 of them become junk, though ACOG scopes are still somewhat usable).

IMI Tavor TAR-21 - 5.56x45mm
Tavor TAR-21 with EoTech signt in first-person view.
Tavor TAR-21 with heartbeat sensor and default iron sights.
Tavor TAR-21 with MARS sight. In MP only the MARS sight is available, however in some single player missions the player can find TAR-21's with the standard red dot sights.
Reloading the Tavor.
In game what the Tavor with an M203 looks like. Unfortunately, they did not remove the front handguard or actually attach the M203 onto the barrel. As a result, it looks very ugly and seems almost impossible to actually mount it in such a manner.
How a Tavor/M203 combo SHOULD look like for comparison.

Remington ACR

The Remington ACR, chambered in 5.56x45mm NATO (in Magpul PMAGs), first appears in the mission "Cliffhanger," where it is equipped with a suppressor, reflex sight (with more zoom than a normal one) and heartbeat monitor, and has a unique arctic camo colour scheme not used on any other weapon and not available in multiplayer. In the mission "Takedown", it is seen with a 40mm M203 Grenade Launcher. Commonly used by Task Force 141 and Shadow Company. It has very low recoil, even with full-automatic fire it is effective at all ranges, making it a versatile weapon.

Remington ACR with 10.5" barrel, tan finish, Magpul PMag and tri-rail handguard - 5.56x45mm
Remington ACR used by "Roach" Sanderson in Mission "Cliffhanger", showing the unique finish. For some reason it also gets a unique ammo pool which maxes out at 840 instead of 630, despite it being impossible to get more ammo for it in this mission.
Racking the action on the ACR on Mission "Cliffhanger", although it would be more efficient to simply press the bolt catch release button that is right next to the trigger housing, or at least simply cock it from the left side without having to switch hands, due to the ambidextrous charging handle.
Reloading animation of the ACR. Note the incorrect HK-style fire selector markings on the wrong side of the switch, and that the safety is on.
The unique matte black ACR with suppressor, red dot sight and heartbeat sensor. Prior to the "primary gunfighter" perk of Black Ops 2, it was impossible to create such a weapon in any of the games, and weapons with three attachments were almost always restricted to being starting weapons in the campaign. Some also have special boosts: these black ACRs in "Just Like Old Times" have a maximum ammo count of 1,260 instead of 630, while the starting one in "Loose Ends" gets a holographic sight which is functionally an ACOG scope.
Ghost threatens to kill a shed with his ACR unless the Russians allow Price to cause an absolutely baffling plot twist.

Steyr AUG A2

In the single-player campaign, the "AUG HBAR" takes the appearance of a Steyr AUG A2, mostly evidenced by the 20" barrel, whereas in multiplayer it is actually modeled after an AUG HBAR-T. In campaign it has a 30-round magazine and the Swarovski AUG A1 scope mounted on the RIS rail, though it can also be found with a Red Dot Sight in some missions. It is used mainly by Russian Ultranationalists. The AUG A2 appears in the killfeed in multiplayer, implying that like the L85, it was supposed to appear in multiplayer as an assault rifle before being cut in favor of the AUG HBAR as an LMG.

Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.
Russian Ultranationalist with a Steyr AUG A2 with A1 Scope installed.
Steyr AUG A2 with A1 scope and olive body in first-person view. Note that the left side ejection port is not covered, this means the shooter should be getting hot brass in the face.
Reloading the AUG A2.
Captain Price (voiced by Billy Murray) with an AUG A2.

Mk 14 Mod 1 EBR

The Mk 14 Mod 1 EBR appears as the standard weapon for Task Force 141 snipers, and is referred to as the "M14 EBR", the US Army designation. This seems to be the weapon of choice for Captain MacTavish, and is very rarely found in singleplayer without a scope attached. It is the last sniper rifle to be unlocked in multiplayer, where it is listed incorrectly as an "M21 EBR", likely to remind players of the actual M21 in Modern Warfare. An unscoped Mk 14 Mod 1 EBR can be seen lying around before you start breaching a wall in the Spec-Ops mission "Breach & Clear", where it still has the same zoom factor as another weapon with an ACOG. It is the only time the player gets to use it without a scope.

Mk 14 Mod 1 EBR with scope, Tango Down grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO
Mk 14 EBR in first-person view.
Soap with the Mk 14 EBR with a suppressor on his back.
Soap with the Mk 14 EBR. Note the Magpul CTR stock.
The unscoped Mk 14 EBR in "Breach & Clear."

Heckler & Koch G36C

The Heckler & Koch G36C can be used on the PC version in the Special Ops mission "Suspension," by using the dev console command "give g36c_reflex". While the in-world model has a reflex sight and a front sight, the player model has neither. When aiming, the player character simply moves the gun to the center of the screen, aiming along the rail through a non-existent reflex sight. The model, sounds, and most of its animations are from the G36C in Call of Duty 4: Modern Warfare.

Heckler & Koch G36C - 5.56x45mm
The G36C in Modern Warfare 2, via console commands.
"Aiming" the G36C.
The soldier about to throw the G36C's magazine.
The soldier pulling the charging handle.
Third person model of the G36C. Note the red dot sight, which is gone when picking up the gun.

Sniper Rifles

Cheyenne Tactical M200 Intervention

Used on several occasions by Rangers, and by the TF141 in the assault on Shepherd's bunker, the Cheyenne Tactical M200 Intervention is the only usable bolt-action sniper rifle in the game. It uses 5-round magazines, and has an unusable AN/PEQ-2 laser unit mounted on the Picatinny rail just forward of the scope, most visible when a thermal scope is mounted.

In "Just Like Old Times", Price and Soap use this rifle at extremely close range to their enemies when the major advantage of this gun is supposed to be its incredible accuracy at ranges of up to 2500 yards (slightly over a mile at 7500 feet); this suggests that they were hoping that they could get in a position where they could snipe Shepherd from a distance. If this was not their intention, the Mk 14 Mod 1 EBR, which is used by the TF141 earlier in the game and seems to be one of Captain MacTavish's preferred weapons, would have been better suited for such close-range shooting. In the intro cutscene of this mission, the Intervention is incorrectly listed as an anti-materiel rifle.

As an interesting piece of Trivia, the depiction of the Intervention within Modern Warfare 2 has propelled the weapon into relative infamy; while the weapon itself was never deemed as "overpowered", a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of Call of Duty generally being enjoyed by loud, skill-lacking, faux-MLG "tryhards") has made the Intervention a staple of "montage parodies", along with the infamous acts of "no-scoping" and "quick-scoping". The popularity of the weapon has allowed the Intervention to return in three other games in the franchise: Call of Duty Online (as the "CheyTacM200"), Call of Duty: Infinite Warfare (as the "TF-141") and Call of Duty: Modern Warfare Remastered (as the "S-Tac Aggressor").

CheyTac M200 - .408 CheyTac
Captain Price holds his suppressed M200 during the mission "Just Like Old Times".
CheyTac M200 Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand should make it hard to keep the rifle steady, but no such problems occur in either campaign or multiplayer.
CheyTac M200 with Thermal scope.
CheyTac M200 with Heartbeat sensor.

Barrett M82A1

The Barrett M82A1 appears as "Barrett .50cal" in the game and has a significantly shorter barrel when held (although not as short as the M82CQ's). The weapon is incorrectly depicted with ejection port openings on both sides of the receiver. It has a Mr. Yuk sticker on the scope cover, rotated by 90 degrees. In singleplayer, during the level "Of Their Own Accord", an emplaced M82A1 with variable-zoom thermal sight is used by Russian snipers covering the Mall (the stretch from the Lincoln Memorial to the Washington Monument to the Capital) and is temporarily commandeered by the player and his squadron to take out enemy soldiers firing on evac helicopters with Javelins.

In multiplayer, it is the default sniper rifle. Oddly, it has worse overall stats than the "M21 EBR" or the WA2000. Amusingly, the weapon can be fired nearly as quickly as the trigger can be tapped, with surprisingly little recoil for dumping 10 .50 BMG rounds in under a second.

Barrett M82A1 - .50 BMG
The Create-A-Class icon of the Barrett shows a good view of the shortened barrel.
The M82A1 with heartbeat sensor, ACOG and fall camouflage.
Reloading the M82A1. Note odd safety switch on the magazine well, because you can never have too many safeties.
The mounted Barrett in "Of Their Own Accord". Even though it is equipped with a standard scope, it has a thermal sight. This particular Barrett is also equipped with proprietary levitation technology, allowing it to hover above the ground while being attached to a ledge.

Walther WA 2000

The Walther WA 2000 is used by Russian snipers in "Loose Ends", with both thermal scopes and optical scopes and by Shadow Company troops in the level "Enemy of My Enemy". How both parties are able to afford a $75,000 sniper rifle of which less than 176 were made is never elaborated on. While it holds only 6 rounds, it is very accurate and has low recoil. Much like the Barrett, it has a Mr. Yuk sticker on the scope cover, but it is not rotated 90 degrees.

Walther WA 2000 - .300 Win Mag
Walther WA 2000 in first-person view. Note the Mr. Yuk sticker on the scope cover.
Pulling the charging handle of the WA 2000.
A Shadow Company soldier fires a WA 2000.
A Russian sniper with a WA 2000 snipe rifle, as seen in the Museum bonus level.

Remington Model 700P

The Remington 700P can be used in the mission "Of Their Own Accord" via the console command "give remington700". The model, animations. and sounds are exactly the same as Call of Duty 4's.

Remington Model 700P LTR - 7.62x51mm NATO
The Remington Model 700P in Modern Warfare 2, via console commands. Of note that this level is not "Of Their Own Accord".


The M40A3 can be used in the singleplayer mission "Of Their Own Accord" via the console command "give m40a3". Just like the Remington 700P, the model, animations, and sounds are the same as Call of Duty 4.

M40A3 sniper rifle with Harris bipod - 7.62x51mm NATO
The M40A3 in Modern Warfare 2, via console commands.

SVD Dragunov

The SVD Dragunov is only featured in the campaign. Has winter furniture in the level "Contingency". A poster of a SVD Dragunov is seen in the Multiplayer map 'Salvage" in the small house, along with Makarov PM and AKM Posters, and the plans of the attack on "No Russian".

SVD Dragunov - 7.62x54mm R
A Brazilian militiaman with an SVD takes careful aim using his right nostril.
SVD in first-person view.
Reloading an SVD with arctic camouflage finish.

Machine Guns


The L86A1 Light Support Weapon appears as the "L86 LSW". It is confirmed as an A1 by the round charging handle. The weapon is modeled with a long handguard (seen on the L85), a barrel mounted carrying handle, and a small RIS rail on each side of the receiver. All of these are never present on the real LSW. Its iron sights are completely fictional. The weapon also uses a 100 round drum mag (that is strangely iridescent); realistically speaking, drum mags are impractical on the LSW, which more commonly uses the same STANAG magazines as the L85 (since the L86's barrel is not removable, sustained fire would overheat and distort the barrel). About 200 drum mags were made in real life, but only used in unsuccessful tests. All of this makes the Call of Duty LSW very inaccurate. Furthermore, probably for balancing reasons, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.

It appears only once throughout the single-player campaign, during the defense of the safehouse in level "Loose Ends". It also appears in the Special Ops mission "Estate Takedown". It holds the distinction of being the weapon with the highest DPS (damage per second) with Stopping Power in the game. This is offset by obstructive iron sights and high recoil unless a grip is attached.

The ACOG attachment is replaced by the standard SUSAT optical sight of the British Armed Forces when used on the LSW. Strangely, the killfeed icon of the weapon shows an L85 with a SUSAT.

L86A1 Light Support Weapon - 5.56x45mm
L86 LSW with SUSAT Scope.
L86 LSW with red dot sight.
Reloading the L86 LSW. The Drum mags seems to resemble more the drum mag of a RPK, also the part which goes into the rifle is far too short to possibly fit in a magazine housing of an LSW and then feed. The bullpup layout would also mean the shooter would have to "chicken-wing" his arm in order to comfortably hold the weapon.
Iron sights of the L86 LSW. Note they are completely fictional and for the most part would be very ineffective in real life.

Heckler & Koch MG4

Russians in some levels use the Heckler & Koch MG4 and it is also seen in Site Hotel Bravo. In multiplayer, the weapon is unlocked at level 16, and possesses a moderately high rate of fire, with sub-par damage unless Stopping Power is used. It is however, accurate and has low recoil.

Heckler & Koch MG4 - 5.56x45mm NATO
An MG4 sitting on a crate at the Shadow Company base.
MG4 in first-person view.
Reloading the MG4 machine gun.


The RPD light machine gun is used by Brazilians, Middle Eastern OpFor, and some Russians. It is incorrect for the Russians to use the RPD as it was replaced in favor of the PKM in the 1960s.

RPD light machine gun - 7.62x39mm
RPD with reflex sight in first-person view.
Misaligned sights of the RPD.
Reloading the RPD.

FN M240B

The M240 is used by US Army Rangers, Task Force 141, Shadow Company, Juggernauts, and Makarov's terrorists assaulting the airport. Often seen with a heartbeat sensor. Also seen (unusable) mounted on an Abrams tank. Despite firing the full-size 7.62x51mm NATO round, the M240 does less damage than the RPD, and less than even the 5.56mm automatic rifles, the L86, and the AUG H-BAR. It also suffers from substantial recoil, restricting it to short and medium range. It does however compensate for this with the highest rate of fire among the machine guns.

FN M240B with newer style lower handguard - 7.62x51mm NATO
M240B with heartbeat sensor.
Reloading the M240B.
A Russian terrorist with the M240B in the museum.


The M60E3 is only accessible in the mission "Team Player" through the console command "give m60e4". It appears incorrectly as the "M60E4". The model, sounds, and animations are from Call of Duty 4: Modern Warfare.

M60E3 machine gun - 7.62x51mm NATO
The M60E3 in Modern Warfare 2, via console commands.
The M60E3's ADS.

M249-E2 SAW

The M249 can be used in the Spec Ops mission "Armor Piercing" via the console command "give saw". The model, sounds, and animations are from Call of Duty 4: Modern Warfare. Like any other console-spawned weapon, this weapon can only be spawned for use in (a) certain mission(s).

M249-E2 machine gun - 5.56x45mm NATO
M249-E2 machine gun - 5.56x45mm NATO
Usable via using console commands in certain missions


A Steyr AUG HBAR (Heavy Barrel) is under the light machine gun class in multiplayer, where it mounts an unusable bipod, a 42-round magazine and a 24.4" barrel. It is specifically modeled after the HBAR-T variant used in the designated marksman rifle role, as it has a RIS rail. When no sight is mounted in multiplayer, the rear sight is missing. It strangely lacks the standard foregrip in multiplayer, though equipping the Foregrip attachment reattaches the standard AUG grip. True to its nature, the AUG HBAR functions more like an assault rifle than an LMG: it has the fastest reload, has good accuracy and high damage, but suffers from recoil at long distances unless a Grip is used and the weapon is burst fired. It is unlocked at level 32.

Steyr AUG HBAR-T - 5.56x45mm
The AUG HBAR-T in multiplayer.
"Aiming" the Steyr. Note the odd carry handle, which normally wouldn't be needed as the AUG's integral foregrip is affixed to the barrel and is used to pull it out.
Having said that, the vertical grip is AWOL by default.
Reloading the AUG HBAR-T
Pulling the charging handle.
The AUG HBAR-T with its proper foregrip.


Franchi SPAS-12

The Franchi SPAS-12 with the stock unfolded is used only in pump-action mode by the Russians, Shadow Company, and Task Force 141, usually with no attachments. An interesting point is that despite the weapon operating in pump-action mode, the weapon cycles as it is fired, rather than when the player character works the pump after the shot. In singleplayer, you can see the empty shells ejecting when the gun cycles, but no shells are ejected in multiplayer.

Franchi SPAS-12 with butt hook attached to stock - 12 gauge
SPAS-12 in first-person view. Note the rail bolted to the top of the receiver.
Reloading the SPAS-12.
A soldier with a SPAS-12 shotgun.


The AA-12 is available in the game fitted with the 8-round box magazine (the Extended Magazines attachment beefs this up to 16, which is not accurate. AA-12s use 8 round box magazines and 20 or 32 round drum magazines). Used by the Russians and Shadow Company. Also appears outside the obstacle course in the first level once the player has run through it once and a suppressed version with a heartbeat sensor appears in the Spec-Ops mission "Acceptable Losses.". It is shown with a custom folding charging handle and rail mounted rear sight and flip up front sight. The AA-12 also has a faster firing rate in Campaign than in Multiplayer.

AA-12 CQB - 12 gauge
The AA-12 shotgun shown in the first multiplayer video.
Reloading the AA-12. Note the straight feeding lips.
The AA-12 is under the F2000 Tactical.

Armsel Protecta

The Armsel Protecta (referred to as the earlier "Striker") without a stock is used by a terrorist assaulting a Russian airport. Also used by many Russian soldiers, who also like to use it with a reflex sight. Has a very slow reload, with each shell being loaded manually. It lacks a winding key or drum advance lever. Possibly to offset its large magazine, the Protecta has lower damage per shot than the other shotguns, requiring 2-3 hits to kill without Stopping Power.

Armsel Protecta - 12 gauge
Armsel Protecta with woodland camouflage and reflex sight in first-person view.
Reloading the Protecta.

Benelli M4 Super 90

The Benelli M4 Super 90 has a Dark Earth finished barrel and receiver, and a Surefire triple-rail foregrip (like the one installed on the British L128A1) with an unusable under-barrel flashlight. Referred to as "M1014", the US Military designation, in the game. Used by Americans and several Brazilians; the player as Roach starts with one in "Takedown". Modeled with a 4-shot magazine tube, likely for game balance in multiplayer (in singleplayer, as in the last game, it somehow holds 7 shells in said 4-shell tube). When emptied and subsequently reloaded, the charging handle is not pulled to chamber a round, though the weapon somehow still fires.

Benelli M4 Super 90 with 4-shot tube - 12 gauge
A Shadow Company soldier holds his M1014 shotgun. The 4-shot magazine tube is easily visible here.
M1014 with EOTech holographic sight.
M1014 with arctic camouflage finish in the "Museum". This is not possible outside of this one level; camouflage patterns cannot normally be applied to weapons which the multiplayer classifies as secondaries, including shotguns.
Reloading the M1014.

Sears Ranger

A sawed-off Sears Ranger is featured in the game. It can be dual-wielded to make up for its 2-round capacity. It can fire both barrels at the same time; note that while the in-game model appropriately has two triggers, the Create-a-Class icon has only one. Used by some Brazilians. The Ranger is shown being able to eject the spent shells when reloaded instead of dumping them out manually.

Sawed off double barreled shotgun - 12 gauge
Sawn Off Shotgun, Hammerless
Ranger in first-person view.
Akimbo Rangers.
Reloading the Akimbo Rangers.

Winchester Model 1887

The Winchester Model 1887 is used by some Brazilians. Judging by how much damage it does, especially at range, it's most likely chambered in 10 gauge. The weapon is modeled after the custom weapon Arnold Schwarzenegger uses in Terminator 2: Judgment Day, featuring a shortened barrel, no stock, a removed trigger guard, and an enlarged lever loop. When akimbo, the weapons are flip-cocked as in Terminator 2. The firing sound of the weapon is also the same as in Terminator 2 which is notable because the T2 sound effect was a custom sound that used a combination of muzzle reports from a pistol, a shotgun, a rifle, and a cannon. The reload erroneously shows every shell being placed into the barrel rather than the magazine tube. The weapon, particularly when dual-wielded, became notorious early on, due to their absurd effective range compared to other shotguns.

The sawed-off Winchester 1887 with large-lever loop used by Arnold Schwarzenegger as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.
Winchester Model 1887 in first-person view.
Winchester Model 1887 chambering a new round in first-person view. Note the blue shells just like in T2. This suggests they are meant to be slug shells, but function identically to buckshot in game. Also note that despite the reload animation showing the rounds being loaded into the barrel, the lever animation correctly shows the rounds being moved from the magazine tube into the barrel.
A Winchester Model 1887 on the ground.

Winchester 1200

The Winchester 1200 shotgun from MW1 is seen in use by Russian Internal Troops in the trailer. It is only featured in the museum exhibit.

A Heavily Modified Winchester 1200, like the one in the game - 12 gauge
Winchester 1200 as seen in game.
Reloading the Winchester 1200.
A soldier holding the Winchester 1200 during the Museum bonus level.


Saab Bofors Dynamics M136 AT4

The M136 AT4 appears in the game. The multiplayer version incorrectly fires guided rounds, and is referred to as "AT4-HS". "HS" most likely is abbreviated for "Heat-Seeking" and is also how it was able to guide its way to a moving aircraft but can still be counter measured by flares. The game also shows it as reloadable, seen when using it in multiplayer with the Scavenger perk.

M136 AT4 Anti-Tank rocket launcher - 84mm
An AT4 in the game.
The player firing on an AC-130 gunship using the AT4 rocket launcher during a multi-player mode.

M79 grenade launcher

The M79 grenade launcher appears as the "Thumper" in the game. Despite its heavy weight necessitating the development of underbarrel grenade launchers to allow grenadiers to continue carrying a rifle in reality, the M79 is treated as a secondary weapon and can be carried alongside any primary weapon the player chooses.

M79 grenade launcher - 40mm
M79 "Thumper" in first-person view.

FIM-92 Stinger

The FIM-92 Stinger is used in "Wolverines!" campaign mission, and unlockable in multiplayer. Can only be fired when locked onto helicopters or aircraft. It lacks the folding IFF (Identification, Friend or Foe) antenna on the right side of the weapon, however this is not actually required to lock on to a target and fire the weapon.

FIM-92 Stinger - 70mm
FIM-92 Stinger Launcher
The player holds a Stinger.

FGM-148 Javelin

The FGM-148 Javelin launcher is another available launcher for use in the game. While the multiplayer version has limited ammo, the singleplayer version seemingly has infinite ammo. It is seen being used by the Russians, who seemingly appropriated them from military stockpiles upon invading US soil. Has the erroneous ability to lock onto areas on the ground (not targets on the ground, but mother earth herself), enabling it to function like a high-tech mortar despite the Javelin being designed as an anti-tank weapon.

FGM-148 Javelin - 127mm
FGM-148 Javelin in Create-a-Class.
Javelin in-game.


The RPG-7 was first in the "Infamy" trailer, and is used by all enemy forces. It is a powerful weapon, but is atrociously inaccurate at long ranges, as the rocket's stabilizing fins do not deploy and as a result cause the rocket to fly erratically.

RPG-7 - 40mm
A Middle East Insurgent with RPG-7 in-game.
RPG idle in first-person view.


M203 Grenade Launcher (Airsoft)

The airsoft model of the M203 grenade launcher, distinguishable by its distinctive RIS mount, returns from Call of Duty 4: Modern Warfare, and is the standard grenade launcher for every assault rifle, except the AK-47. It features a new firing sound, and unlike in the multiplayer of the previous installment, the M203 does not prevent the use of Perk 1. The single-player mission "Team Player" is the first time the player gets to use the M203, attached to a M4A1.

Airsoft M203 made by G&P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.
M203 attached to a M4A1, ready to fire.
Same as above, during reloading. Its RIS mounting bracket is clearly visible. Note how there is no trigger guard like in MW1.

Knight's Armament Masterkey

The Knight's Armament Masterkey shotgun is frequently seen mounted to rifles as an underslung shotgun like the M203. It is mostly attached to the FN FAL or SCAR-H assault rifles, but is sometimes seen on other weapons. Carries 7 shells in single player (impossible to hold in such a small weapon), or 4 shells in multiplayer in the tubular magazine, and is unlocked for assault rifles after 20 grenade launcher kills in multiplayer. When switching to it from the primary weapon, it is always pumped even though doing so would eject a perfectly good shell. Switching to the Masterkey while sprinting or from a secondary weapon does not pump the shotgun.

KAC Masterkey shotgun - 12 Gauge
Masterkey shotgun attached to an AK-47 ready to fire in first-person view.
Masterkey shotgun during reloading in first-person view.


The GP-30 grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the AK-47s in game. The player is incorrectly shown flicking the launcher downwards to eject the spent grenade casing upon firing the weapon. VOG-25 grenades are caseless, and thus do not require the launcher to be flicked downward.

GP-30 grenade launcher mounted on an AK-74 - 40mm & 5.45x39mm
A GP-30 grenade launcher mounted on an AK-47. Note the quadrant sight on the right-hand side of the barrel; if this were a GP-25, it would be on the left.


M67 hand grenade

The M67 Hand Grenade returns as the standard hand grenade for all factions.

M67 Grenade.
A Brazilian militiaman with a M67 grenade on his chest.

M18 smoke grenade

The M18 smoke grenade is the standard smoke grenade that can be used in the game.

M18 smoke grenade
A dead Russian with M18 smoke grenades attached to his belt.

M18A1 Claymore

The standard issued deployable Claymore for the player.

M18A1 Claymore anti-personnel mine
The player places a Claymore mine.


General Dynamics GAU-17/A

The General Dynamics GAU-17/A was one of the first weapons seen in early gameplay footage, starting from the "Infamy" trailer. The first time the player gets to use the Minigun was in the single-player mission "Team Player", where it is mounted on M1026 HMMWV, though it would be more accurate to see and use the Browning M2HB. In this mission, it strangely fires in a circular spread. In the missions "Wolverines!" and "Exodus", the Minigun is used for the M5 sentry gun auto-turret, operated by both U.S. Army Rangers and Russian airborne infantry units. In the mission "The Gulag", Miniguns are mounted on AH-6 Little Birds, attacking the gulag. During the ending stages of the game, dismantled Miniguns can be found in Makarov's safehouse, during the mission "Loose Ends", later can be seen mounted on SUVs belonging to General Shepherd's Shadow Company soldiers. In a few multiplayer maps, Miniguns can be found mounted on objects, same as the M249s in Call of Duty 4: Modern Warfare. The GAU-17 is the main part of the (fictional) M5 Sentry Gun system available as a movable emplacement in certain Campaign missions and as a Killstreak in multiplayer.

General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
The player is using the Minigun in the mission "Team Player". Note: the Rangers on the right are using cell phones and video cameras to capture the moment where an F-15C Eagle will destroy the large building in the middle of the screen. As to why the Humvees mount miniguns, as the saying goes: there's no kill like overkill.
Another good side view of the Minigun in-game. Note that all of the HMMWVs in-game are painted in a camouflage pattern, simliar to some of the HMMWVs in Generation Kill.
An M5 sentry gun auto-turret in multiplayer.

General Electric M134 Minigun

AH-6 "Little Bird" helicopters are equipped with GE M134 Miniguns.

General Electric M134 - 7.62x51mm NATO
An M134 Minigun under the wing of an AH-6 "Little Bird".

Mark 19 Mod 3 Automatic Grenade Launcher

A dismantled Mark 19 Mod 3 is seen on the ground next to a Humvee under repair in the "S.S.D.D." mission, but unlike Call of Duty 4: Modern Warfare it is unusable, though not seen used at all.

Mk 19 grenade launcher in vehicle mounting - 40x53mm.
A loaded(!) Mk. 19 on the ground next to a Humvee.

Browning M2 Machine gun

The Browning M2 is seen mounted on a Brazilian Technical truck during the levels where the Brazilian Militia are encountered. Like on many mounted weapons, it will overheat on continuous fire. They also appear mounted on the Stryker vehicle and the Abrams tank.

Browning M2HB on vehicle mount - .50 BMG
Browning M2HB as seen in-game; note the SAW icon used as a generic for mounted guns. Using your hands to operate the weapon or actually having ammunition is apparently optional. This .50cal operates on the power of positive thinking.
The Browning M2 viewed from the side.
A Browning M2 mounted on a destroyed M1 Abrams tank.


The M249 SAW can be seen mounted on a fallen tree and used as a turret in the level Whiskey Hotel.

M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.
An M249 SAW mounted on a log in the level"Whiskey Hotel".
A side view of the M249 mounted on the log.

Not Usable

The following weapons appear in images, textures, and graphics present within the game. None are usable weapons, and none of them are known to have a 3D model.

Makarov PM

A poster of a Makarov PM is seen in the Multiplayer map 'Salvage" in the small house, along with SVD Dragunov and AKM Posters, and the plans of the attack on "No Russian".

Russian Makarov PM - 9x18mm Makarov


In the Spec-Ops mission "Hidden," a statue of two Russian soldiers are seen with cement versions of the PPSh-41.

Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev
A statue of 2 Russian soldiers holding cement PPSh-41s. Note that "Hidden" is the Call of Duty 4 mission "All Ghilled Up" in reverse with updated weapons and enemy types.

M1928A1 Thompson

In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an M1928A1 Thompson can be seen in the multiplayer map "Derail"

M1928A1 Thompson with 30-round magazine - .45 ACP
A woman in a military uniform holds an M1928A1 Thompson.


The AKM is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.

AKM - 7.62x39mm
AKM Poster. Note slant muzzle brake and orange plastic magazine similar the AK-74's, but this is obviously a 7.62x39mm version.


In the multiplayer menu background image, we see a soldier carrying a third generation SCAR-L with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game.

Third Generation FN SCAR-L - 5.56x45mm
The SCAR-L in the menu.

IMI Galil

During briefing for "No Russian" a newspaper article is seen showing an Ultranationalist with a Galil.

IMI Galil SAR - 5.56x45mm
The Ultranationalist on the left holds a Galil.

Mk 14 Mod 0 EBR

An Mk 14 Mod 0 EBR can be seen on the background of the Spec Ops main menu.

Mk 14 Mod 0 - 7.62x51mm NATO
Spec Ops menu background.

Daewoo K2

During briefing for "No Russian" a newspaper article is seen showing one of "Makarov's men" (according to the caption) with a Daewoo K2.

Daewoo K2 Assault rifle - 5.56x45mm
A soldier with a Daewoo K2 in a newspaper article.

Accuracy International Arctic Warfare

An Accuracy International Arctic Warfare in seen held by a sniper in the multiplayer menu background art, but it is unusable in-game.

Accuracy International AW - 7.62x51mm NATO.
The Arctic Warfare is circled in red.

M26 grenade

The M26 hand grenade can be seen on one of the unlockable emblems.

M26 grenade

Cut Weapons

Heckler & Koch HK91A3

The Heckler & Koch HK91A3 from Modern Warfare appears in trailers and early screenshots, but was dropped from the final game, most likely in favor of the FAL.

Heckler & Koch HK91A3 - 7.62x51mm NATO
Pre-release Shadow Company operative with the HK91.

Enfield L85

The kill-feed icon for the L86 LSW in multiplayer depicts an L85 with a SUSAT scope instead. Evidence suggests that the in-game L86 LSW was an L85 at one point during development: the unremoved kill-feed icon, and that the L86's texture sheet has the L85's 30-round magazine. The fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the 30-round L85 mags rather than the 100-round drums found on the in-game L86, also supports this idea.

L85A2 with SUSAT scope - 5.56x45mm NATO
The L86's killfeed icon from multiplayer.

See Also

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

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