Call of Duty: Modern Warfare 2
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 Pro 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.
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. In one scene, he pulls back the hammer, and then the cylinder incorrectly rotates again when he pulls the trigger. Earlier in the story, we see that the revolver is holstered, yet he pulls the same model of that revolver out to shoot someone, 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 button. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Also, instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment. Also, the grip has no finger grooves, which means they could be Pachmayr Presentation grips. 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.
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 that is presumably standing in for the Taurus PT92.
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.
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. The converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in "Last Stand", and on occasion, Middle-Eastern OpFor. The weapons is also available in several Spec-Ops missions. 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. 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.
Beretta 93R (Mockup)
The "Beretta 93R" is classified under the Machine Pistol slot, it's attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. In-game model has extended mag but still only holds 15 rounds, though in multiplayer it has 20 rounds. Seen in the armory in "The Gulag" when the TF141 is searching the gulag for prisoner #627. The "M93 Raffica" is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS. The in-game 93R has a slide mounted safety, characterizing it as a converted Beretta 92SB made to resemble and function like a Beretta 93R (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.
Springfield Armory Loaded 1911
It is the same pistol given to Soap by Captain Price in the 1st game, during the final level, "Game Over". Some Ghillie snipers and FSB troops are also seen with this Springfield Armory Loaded 1911 holstered, though they never use them and tend to switch to a Heckler & Koch USP45 that magically appears. When Soap and Price reunite during the Gulag level, Soap hands the pistol to Price and says, "This belongs to you sir." 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. Strangely, in multiplayer modes, 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.
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".
Heckler & Koch MP5K
The MP5K (with custom Rail Interface System and threaded barrel) appears in the game. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. Used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It is often seen with a Red Dot Sight. 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". 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.
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.
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.
Brügger & Thomet MP9
The Brügger & Thomet MP-9 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. 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 a fairly realistic 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.
The FN P90TR 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.
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. Additionally, 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.
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 only holds it with one hand. It is incorrectly portrayed as firing from a closed bolt instead of an open one.
In the Spec-Ops mission "Hidden," a statue of two Russian soldiers are seen with cement versions of the PPSh-41.
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"
Sa. Vz. 61 Skorpion
The Sa. Vz. 61 Skorpion is available for (a) certain mission(s) upon using console command "give scorpion". Model, animations and sounds are the same as those in Call of Duty 4: Modern Warfare.
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.
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 are using 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. In the "Museum" map, there is a suppressed version of the M4A1 available. Also to note is that the rifles in-game are Colt-manufactured, with Colt's "prancing pony" logo stamped on the left side of the lower receiver on the in-game model. Although 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.
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. This would effectively make the gun a bolt action.
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. 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.
The AKM is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.
FN SCAR-H CQC
The SCAR-H is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. Note that it's an old 2nd generation model used in-game, with the straight cheek rest on the stock. In multiplayer, it correctly holds 20 bullets 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. The rifle also has a chopped down rear sight. When the weapon is emptied and reloaded, the bolt release is hit, but the bolt is already forward before the reload is started. The SCAR's bolt is designed to lock back in real life upon firing the last round. As with the Vector (and some other weapons), the iron sights have Infinity Ward trademarks.
In the background image of multiplayer, 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.
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 an 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 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.
The FN F2000 Tactical turns into a regular FN F2000 when a Red Dot Sight is equipped.
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).
During briefing for "No Russian" a newspaper article is seen showing an Ultranationalist with a Galil.
The Remington ACR, chambered in 5.56x45mm NATO, first appears in the "Cliffhanger" mission, where it is equipped with a silencer, reflex sight, and heartbeat monitor with unique camo not seen elsewhere in the game. In the mission "Takedown", it's seen with a 40mm M203 Grenade Launcher. A special black version of the "Cliffhanger" ACR is available in the mission "Just Like Old Times" that has a maximum ammo limit of 1,260 rounds, while the limit of the regular ACR is 630 rounds (780 rounds in the "Cliffhanger" mission). Commonly used by the Task Force 141 and Shadow Company. Regardless of single-player missions or multiplayer game modes, all ACR's use Magpul PMAG's, in place of the STANAG magazines. It has very low recoil, even with full-automatic fire it is effective at all ranges, making it a versatile weapon.
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.
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 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.
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 G36C
The Heckler & Koch G36C can be used in Modern Warfare 2 with the console command "give g36c_reflex". The gun has no front sight. When aiming, the player character simply moves the gun towards the center of the screen, not bothering to line it up properly. The model, sounds, and most of its animations are from the G36C in Call of Duty 4: Modern Warfare. The third person model shows a red dot sight which, much like the iron sights, is not present on the first-person model. Like any other console-spawned weapon, this weapon can only be spawned for use in (a) certain mission(s).
During briefing for "No Russian" a newspaper article is seen showing a soldier of unknown nationality with a Daewoo K2.
The kill-feed icon for the L86 LSW in multiplayer depicts an L85 with a SUSAT scope instead. The L86 was originally meant to be an L85, but was changed during development, which is hinted at with both the kill-feed icon and the fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the usual 30-round mags of the assault rifles rather than the hundred-round drums or belts of the machine guns.
Cheyenne Tactical M200 Intervention
Used on several occasions by Rangers, and used in the assault on Shepherd's bunker. The Cheyenne Tactical M200 Intervention is the only usable bolt-action sniper rifle in the game. It is loaded with a 5-round magazine instead of the usual 7-round magazine. It is also mounted with an unusable AN/PEQ-2 laser unit on the Picatinny rail just forward of the scope, most visible when a thermal scope is mounted. Oddly 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 two other games in the franchise; Call of Duty Online (under its actual name) and Call of Duty: Infinite Warfare (as the TF-141).
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). 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. The weapon is incorrectly depicted with ejection port openings on both sides of the receiver. 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.
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.
Remington Model 700P
The Remington 700P can be used via the console command "give remington700". The model, animations. and sounds are exactly the same as Call of Duty 4's. Like any other console-spawned weapon, this weapon can only be spawned for use in (a) certain mission(s).
The M40A3 can be used via the console command "give m40a3". Just like the Remington 700P, the model, animations, and sounds are the same as Call of Duty 4. Like any other console-spawned weapon, this weapon can only be spawned for use in (a) certain mission(s).
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".
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.
The L86A1 Light Support Weapon appears only once in the entire single-player game, during the defense of the safehouse. Confirmed as an A1 by the round charging handle. The ACOG attachment is replaced by the standard SUSAT optical sight of the British Armed Forces. The L86A1 LSW 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. The iron sights are also inaccurate as the LSW uses the same iron sights as the L85 which are far higher up and include a carrying handle. The LSW also uses a 100 round drum mag (that is strangely iridescent), though drum mags are impractical on the real 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, 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 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 killfeed strangely shows an L85 with SUSAT.
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.
The RPD light machine gun known as the "RPD" 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.
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.
The M60E3 is only accessible 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. Like any other console-spawned weapon, this weapon can only be spawned for use in (a) certain mission(s).
The M249 is usable upon calling 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).
Steyr AUG HBAR-T
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.
The Franchi SPAS-12 with the stock unfolded is used only in pump-action mode by the Russians, Shadow Company, and the Task Force, 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.
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.
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.
Benelli M4 Super 90
The Benelli M4 Super 90 is seen in the Special Ops mode gameplay footage. It has a Dark Earth finished barrel and receiver, and a RIS-type foregrip 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.
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, despite the fact that the Create-a-Class icon clearly has only one trigger. Used by some Brazilians. The Ranger is shown being able to eject the spent shells when reloaded instead of dumping them out manually.
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, 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: Judgment Day. 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 Winchester 1200 shotgun from MW1 is seen in use by Russian Internal Troops in the trailer. It is only featured in the museum exhibit.
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.
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.
The FIM-92A 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.
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, enabling it to function like a high-tech mortar despite the Javelin being designed as an anti-tank weapon.
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.
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.
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.
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.
M67 hand grenade
The M67 Hand Grenade returns as the standard hand grenade for all factions.
M18 smoke grenade
The M18 smoke grenade is the standard smoke grenade that can be used in the game.
The M26 hand grenade can be seen on one of the unlockable emblems.
The standard issued deployable Claymore for the player.
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 Electric M134 Minigun
AH-6 "Little Bird" helicopters are equipped with GE M134 Miniguns.
Mark 19 Mod 3 Automatic Grenade Launcher
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.
FN M249 SAW
The M249 SAW can be seen mounted on a fallen tree and used as a turret in the level Whiskey Hotel.