Call of Duty: WWII

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Work In Progress

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

Call of Duty: World War II
PC Boxart
Release Date: November 3, 2017
Developer: Sledgehammer Games
Publisher: Activision Blizzard
Series: Call of Duty
Platforms: PC
Playstation 4
Xbox One
Genre: First-Person Shooter

Call of Duty: WWII is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since Call of Duty: World at War to be set in World War II, and the fifth main WWII title in the series.

The following weapons were used in the videogame Call of Duty: WWII:



Many weapon variants in WWII multiplayer change the weapon into a completely different one. On this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.

Somewhat interestingly, the extended magazine attachment in WWII always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.


Handguns, alongside the SMGs, are the only weapons in WWII that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.

Colt M1911A1

The M1911A1 returns as the main American sidearm. Interestingly, the "extended magazine" attachment gives the gun extremely long magazines, similar to those commonly associated with the M1911A1 machine pistol, but only increases the capacity from 7 to 10 rounds. The markings on the slide indicate that the gun is manufactured by "Scapareli Industries".

When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker "Bacon and Eggs".

Colt M1911A1 - .45 ACP
An M1911A1 in Sgt. Pierson (Josh Duhamel)'s shoulder holster.
The Colt in-game.
A suppressed M1911, used in the "Ambush" mission towards the end of the campaign.

Colt Model 1902

The "Jupiter" variant of the M1911A1 appears to be a Colt Model 1902 Sporting Model, albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion.

Colt M1902 Sporting Model - .38 ACP
Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super

Steyr M1912

The "Juno" variant of the M1911A1 makes it resemble a Steyr M1912. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame, and the lanyard loop is removed from the base of the grip.

The "Totalize" variant also has an M1912's slide, but uses a standard M1911A1 frame.

Steyr-Hahn M1912 - 9x23mm Steyr
The Juno variant as seen in the customization menu.
A soldier checks out his mutant Steyr-Colt on the range.

Enfield No. 2

An Enfield No. 2 can be seen in the holster of 1st Lieutenant Joseph Turner (Jeffrey Pierce) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity).

Being a British sidearm, the No.2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the Colt M1917. Even then, the SOE preferred more covert weapons such as the Welrod.

Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&W
Daniels (Brett Zimmerman) holds Turner's revolver.
The floating speed loader might show up sometimes because of a bug.
Aiming the No. 2. The hammer seems have had some problems as well in this instance.

"Enfield No. 2"

A revolver named the "Enfield No. 2" was later added to multiplayer and Zombies in the second update for The Resistance event. This revolver, in its base form, while depicted with the correct top-break cylinder instead of the weird swing-out in singleplayer, most definitely isn't an Enfield No. 2. In its default base form, it has a Smith & Wesson .44 Double Action trigger guard, a rounded barrel, and only some parts of the frame resembling the Enfield No. 2. Considering the mix-and-match design philosophy Sledgehammer Games uses when designing weapon variants, it's likely that they used one of their mutant / hybrid Enfield No. 2 variant designs as the base weapon. Why is this necessary though is completely beyond IMFDB's ability to answer.

The "Rebuker" variant has a shortened barrel, while the "Obstructor" variant is just the default weapon with a finish.

When Pack-A-Punched in Zombies mode, the mutant Enfield becomes the "Bulldog" (actually a different British revolver altogether), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).

Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&W
Victorian era Webley RIC / Bulldog type revolver, c. 1880s - .450 (Deactivated). Reference image for a round barrel.
Smith & Wesson .44 Double Action - .44 Russian
The Enfield impostor revolver in multiplayer, on the "Flak Tower" level.
Aiming with the rather rudimentary sights.
Ejecting spent .38 casings.
Loading some more in with a speedloader.
The inspection animation, which shows the character half-cocking the hammer and then resetting it.

Colt Single Action Army

As if the multiplayer variant wasn't strange enough already, the "Repeller II" variant resembles a Colt Single Action Army with a nickel finish, engravings, and a 7.5" barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the Single Action Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the Reichsrevolver M1879, rather than the Enfield.

In the Zombies map The Frozen Dawn, the "Raven Claw" revolver uses the same model as the Repeller II.

2nd Generation Colt SAA w/7.5" "Artillery" barrel and nickel finish - .45 Long Colt

Luger P08

The Luger is the main sidearm of the Germans. Equipping the gun with the "Extended Mag" attachment gives it a 32-round Trommelmagazin 08, although the weapon's capacity is only increased to 12 rounds.

Its Pack-A-Punched variant is known as the "GI's Souvenir" (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.

Luger P08 - 9x19mm
A German soldier aiming a Luger.
Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.
After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.
Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one.
Wary of sleeping Nazi dogs, Rousseau makes her way up a stairwell in the game's stealth mission.
She reloads her P08 after looking at the horrors committed against a soiled pool table.
A Soldier running with his Luger equipped with a Trommelmagazin 08.

Borchardt C-93

Interestingly, the "Der Adler" and "Adlertag" variants of the Luger heavily resemble the Borchardt C-93, an earlier pistol whose toggle-lock operation inspired the Luger's design.

Borchardt C-93 - 7.65x25mm Borchardt

Nambu Type 14

The Nambu Type 14 is found as the "Abwehr" variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the "Torch" variant has the barrel, slide and sights of the Nambu, and the "Der Adler" variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.

Nambu Type 14 - 8x22mm Nambu

Mauser C96 Hybrid

A hybrid of Mauser C96 variants and derivatives (primarily the original C96 and the M712 Schnellfeuer) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but it does have M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of C96 prototypes. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.

During the alpha stage, it was named "M712", while the final release version renamed it to the very generic "Machine Pistol". By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.

When Pack-A-Punched in Zombies mode, it is referred to as the "Red 9", a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.

The "Heimat" and "Metallisch" variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.

Mauser Model 712 Schnellfeuer with 10-round magazine - 7.63x25mm Mauser
Pre-War dated Mauser C96 "Broomhandle" Commercial Version - 7.63x25mm Mauser
The "Machine Pistol" in-game. Note the obvious lack of a selector switch.

Mauser C96 Carbine

The "Holzpistole" and "Schlange" variants of the "Machine Pistol" have long barrels like the C96 Carbine variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).

The very rare full stocked C96 carbine - 7.63x25mm Mauser
Holding the "Holzpistole II". Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).
Inspecting the left side...
...and the right side.

Reichsrevolver M1879

The Reichsrevolver M1879 was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high firecap, and is reloaded round-by-round via a loading gate. Since the Reichsrevolver lacks any form of ejector rod, the player simply uses gravity to eject spent casings when reloading; this isn't possible, as spent casings expand in the chambers upon firing, which causes them to stick in place, necessitating the use of an ejector rod. The Reichsrevolver was actually meant to be used with a separate ejector rod, which wasn't physically attached to the revolver.

Interestingly, when compared to the Enfield No. 2 added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.

The "Gilded Torment II" variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some early breech-loading pistols (e.g. the Remington Rolling Block). The "Oppressor" variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.

The Reichsrevolver becomes the "Glücklicher Punk" ("Glücklicher" being German for "happier"); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure.

Reichsrevolver M1879 - 10.6x25mmR
A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the First World War.
Trying not to think to about these things, he concentrates on the sky instead.
Firing the revolver and thumbing the hammer.
Reloading; ejecting an unfired cartridge. A neat detail is that reloading with the tactical knife "attachment" shows the knife inside the player character's left hand during the reload animation.
Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...

Walther P38

The Walther P38 returns from World at War as a new pistol in The Resistance event. Likely due to the continuing presence of the Walther trademark, the gun is no longer called the "Walther P38" like in the previous title; instead going by the rather generic moniker of "9mm SAP", which likely stands for "9mm semi-automatic pistol".

The "Immunity" and "Privilege" variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the SIG-Sauer P230; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.

It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish Vis wz. 35, which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French Ruby or one of the two French M1935 Pistols, both of which were used by French resistance members.

When upgraded in Zombies mode, the P38 becomes the "Grey Ghost", with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles.

Walther P38 - 9x19mm
Holding the Walther.
Inserting a new magazine.
Inspecting the right side of an empty P38...
...and the left side. For some reason, the left half of the slide cut-out is filled in.

Walther P38K

The "Rebuff" variant of the P38 has a shortened barrel, making it resemble a Walther P38K.

Walther P38K - 9x19mm
The P38K in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide. Also note the name "Rifuto" instead of "Rebuff". The game here is in Italian language and "Rifuto" is Italian for "garbage".

Submachine Guns

Submachine Guns in WWII used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.

The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.

Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.

Beretta Model 38A

The Beretta Model 38A was added in The Resistance event. It is referred to as the "Orso" (Italian for "Bear") in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting Model 38 (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.

The "extended mag" attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM. Bizarrely, the weapon is cocked upon an empty reload, despite the bolt visibly staying open throughout the entire process.

Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added MAS-38, famously used in the assassination of Benito Mussolini by the Italian resistance, the Błyskawica, a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the United Defense M42, which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added Sten itself is an appropriate choice, as countless guns were donated to resistance groups in all theatres of WWII.

The "Twisted II" variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The "Golden Goose" variant has a slightly shortened barrel.

When Pack-A-Punched in Zombies mode, the Model 38 becomes "The Boot" (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.

Beretta Model 38A - 9x19mm
The Beretta Model 38A in the multiplayer weapon selection menu. This variant seen here is the "Liberator" variant. It is the base gun decorated with Italian partisan colors and symbols. "Per la libertá" means "For the freedom" in Italian.
The Model 38A in MP.
Iron sights.
Reloading the stick magazine.
Pulling the charging handle. Note the barrel perforations.
Inspecting the chamber.

Erma EMP 44

The Erma EMP 44 was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an MP40 magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation.

Erma EMP 44 - 9x19mm Parabellum

Haenel-Schmeisser MP28/II

The Haenel-Schmeisser MP28/II appears in the game as the "Waffe 28" (literally "Weapon 28" in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.

When fitted with the "Extended Mag" attachment, it gains the same TM 08 snail drum used for the Luger (despite it not being compatible with this weapon in reality; however, the MP28's predecessor, the Bergmann MP18, accepted this magazine), though it somehow gives the MP28 48 rounds. The Lanchester's 50-round box magazine compatible with the MP28 could have been used instead.

The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the "Flapjack"; this is likely in reference to the MP28's popular in-game nickname of "Waffle 28", which is borne in large part out of the mistaken belief that "Waffe" is pronounced "woff", instead of the correct "vahff-uh".

Haenel-Schmeisser MP28/II - 9x19mm
Holding the MP28, correctly by the handguard rather than the magazine as in Call of Duty: Infinite Warfare.
Pulling the bolt back.
The extended mag version with a TM 08 snail drum.
Inspecting the shorted "Trigger Happy" variant.

Steyr MP34

All the Epic variants of the MP28 feature parts of the Steyr MP34. The "Trigger Happy" and "Oil Can" variants have the MP34's iron sights, as well as custom flash hiders. As for the "Waffenschmiede" and "Soggy" variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a Karabiner 98k, while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.

Steyr-Solothurn MP34 - 9x19mm
Holding the "Soggy" Variant.
Inspecting the top...
... and the left side.

M1A1 Thompson

The M1A1 Thompson is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard "ears" of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.

In multiplayer, the "Handler" variant gains a long ribbed barrel like that of the Auto Ordnance M1927 semi-automatic Thompson, as well as a vertical foregrip.

Its Pack-A-Punched variant is known as the "Chicago Typewriter", a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.

M1A1 Thompson with 30-round magazine - .45 ACP
M1928A1 Thompson with 30-round magazine - .45 ACP. This specimen has the sling swivel relocated to the top of the stock, a modification often made to Thompsons in British service.
An actual M1928A1 Thompson with 50-round drum magazine, for comparison - .45 ACP
The Thompson in-game.
Reloading; the charging handle is never pulled, even during an empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.
The Thompson, implausibly loaded with a drum magazine.
Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.

M1928A1 Thompson

In campaign, the Thompson used by Sgt. Pierson is actually an M1928A1, as evidenced by the charging handle being on the top of the receiver, as well as the weapon having a ribbed barrel (with a vertical foregrip), though it still has the rear sight of an M1A1.

In multiplayer, the "Wilco", "Buck Private" and "Wayfinder" variants of the Thompson are also modeled after M1928A1s. The "Wilco" has a long barrel like the Auto Ordnance M1927, while the "Buck Private" has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The "Wayfinder" variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.

M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP
M1928 "Tommy Gun" or "Chicago typewriter" with 50-round drum magazine - .45 ACP, made famous through countless classic gangster movies.
Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.
Auto Ordnance M1927 Thompson, for comparison - .45 ACP
Inspecting the "Wilco" variant.

M3 "Grease Gun"

The M3 Grease Gun returns from Call of Duty 2, and is the first available submachine gun in multiplayer. The extended magazine is for some reason the same TM 08 snail drum magazine (inserted backwards) used by the Luger Artillery Model and MP28, which gives the Grease Gun 45 rounds.

The "Rosie" variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the "We Can Do It" marking on the weapon's left side, is meant as a reference to the WWII-era "Rosie the Riveter" propaganda poster, encouraging women to take industrial jobs to aid the war effort.

The "Roxy" variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.

When upgraded via the Pack-A-Punch machine, the M3 becomes "The Greaser", with a boost to its damage, and both the capacity and reserve ammo count being doubled.

M3 "Grease Gun" - .45 ACP
Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.
The "Grease Gun" in-game.
Cocking the submachine gun. Now you killin'.
Inspecting the extended mag "Grease Gun". Note the... incorrect everything about this.
M3A1 "Grease Gun" with an attached suppressor - .45 ACP
A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player in the campaign level “S.O.E.”, given to the player by SOE operatives, obviously.

Spitfire Carbine

The "Candy" and "Brandi" variants of the M3 Grease Gun resemble Spitfire Carbines with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a Sten Mk II.

Spitfire Carbine - .45 ACP
The "Brandi II" Heroic variant in the weapon selection menu.
Holding the "Brandi".
Inspecting the left...
...and the right side.


The MAS-38 was added in the Operation: Shamrock & Awe event. It is referred to as "M-38". The extended magazine model is a fictional curved magazine. The "Homestead" variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war MAT-49/54.

When Pack-A-Punched, the MAS-38 becomes the "Casket King", a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the king into his casket). The "Casket King" has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.

MAS-38 - 7.65mm


The "Top O' The Mornin" Epic variant is an anachronistic MAS-48 with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.

MAS-48 - 9x19mm Parabellum
The "Top O' The Mornin" Epic variant in the multiplayer weapon selection menu.


The iconic MP40 returns as the main German submachine gun; it is, however, anachronistically fitted with a post-war bakelite receiver, along with a loose sling strap that's never used for anything. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the "Extended Mag" attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental MP 40/I, loads two separate magazines into a sliding assembly and requires manual magazine switching.

The "All-Out" variant has the stock folded (unlike the base weapon, which has it unfolded), while the "Son of Mars" variant has the barrel shroud of an MP28 and a different folding stock.

Its Pack-A-Punched variant is the "Hardly Werkeing" (a play on the movie Hardly Working and the German word "Werke", which means "factory" (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.

MP40 - 9x19mm
The MP40 in-game. Like in several WWII games and movies, the player still holds the gun by the magazine, which would increase the risk of jamming it.
Aiming down a suspicious-looking alleyway.
Performing a quick mag change.
Pulling the charging handle.
A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.


The "Wunderwaffe" and "Do-Re-Mi" variants of the MP40 turn it into an MP41, but with a longer barrel.

The MP41. It was produced and used in small quantities in 1941 to 1942.
Holding the "Do-Re-Mi" variant.
Inspecting the gun; note the MP41's fire selector above the trigger guard.

Nambu Type II

The super-rare Nambu Type II was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game Type 100.

When Pack-A-Punched, it becomes the "Tokyo Jam", with a doubled magazine capacity and reserve ammo count, and a boost to its damage.

Nambu Type II - 8x22mm Nambu

Patchett Machine Carbine

A Sterling SMG, primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.

Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model seems to be from the production Sterlings developed post-war (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.

As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.

When Pack-A-Punched, it becomes "The British 6" (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.

Patchett toolroom prototype of the Sterling SMG - 9x19mm
Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm
Sterling L2A3 (Mk.4) - 9x19mm


The PPSh-41 returns from previous games, and starts with the stick magazine. The drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.

The "Thrive" and "The Snake" variants seem to have the front end from an SVT-40, and the former also has a collapsible stock (different from the PPS-43 mentioned below) and a pistol grip.

The PPSh becomes "Dedushka" (the Russian word for "grandfather") when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the "Extended Mag" 71-round drum.

A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes "Babushka" (Russian for "grandmother"), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).

PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev
The PPSh-41 in-game.
Loading a new 35-round magazine.
Pulling the charging handle.
The PPSh-41 with an extended mag, lacking the PPS-43 magwell (unlike in the beta, where the drum mag used to clip through the magwell).
Reloading the drum mag.
The PPSh-41 equipped with a "lens sight".
Inspecting a PPSh/SVT hybrid.
Iron sights of "The Snake" variant.


The "Iron Curtain" variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the PPS-43. Meanwhile, the "Duck Soup" variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.

Soviet PPS-43 Submachine Gun - 7.62x25mm Tokarev
The "Duck Soup" PPS-43.
Inspecting the "Duck Soup" PPS-43.

Sten Mk II

The Sten Mk II is one of the weapons added in the Winter Siege event. As with most Call of Duty titles, it is improperly held by the magazine in first-person, although in this particular game it is surprising, considering the fact that the MP28 and the Type 100 are held properly, and that the Sten itself was also held properly in Sledgehammer Games' previous title Call of Duty: Advanced Warfare.

As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round Lanchester Mk. I magazine could have been used instead, since it is compatible with the Sten in reality.

Despite its use by British commandos in the Project Nova flashback mission in the first Black Ops game, the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the Suomi KP/-31, a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.

Its Pack-A-Punch variant is "La Resistance", with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the "Extended Mag" attachment, this rises to a whopping 72).

Sten Mk II - 9x19mm
The Sten in the Winter Siege trailer.
Holding the Sten.
Aiming down the sights.
Reloading the SMG.
About the give the charging handle a yank.

Sten Mk I

The "Rooted" variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the Mark V.

Sten Mk I - 9x19mm
Sten Mk V - 9x19mm

Sten Mk IVA

The "Royal Skull" variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.

Sten Mk IVA - 9x19mm
Holding the "Royal Skull" Sten.
Inspecting the weapon.

Tokyo Arsenal Experimental Submachine Gun

The Tokyo Arsenal Experimental Submachine Gun was added to the game under the name "Proto-X1" during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.

Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu

Type 100

The Type 100 submachine gun returns from World at War as a base game multiplayer-only weapon. Unlike the Type 100 in World at War, the weapon is held by the handguard; it is also a different variant - the version in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.

The Epic variants (excluding the "Empire") are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the "Checked Out" and "Righteous" variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The "Empire" also has this fixed rear sight, as well as vertical foregrip similar to that of the Sten Mk V; the "Blue Sky" has the same foregrip. For some reason, all the Epic variants also have some sort of safety or external hammer on the rear.

Its Pack-A-Punched variant is known as the "Blood Type", and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.

Type 100 - 8x22mm Nambu
The Type 100 in-game.
Aiming the Type 100.
Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the MP28's. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the "Rifle" class.
Pulling the charging handle.
The "Blue Sky" variant; note the foregrip.


The ZK-383 submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the "rapid fire" attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun).

When Pack-A-Punched, it becomes the "One-Eyed Mace", with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).

ZK-383 - 9x19mm
The base ZK-383 in-game. Note the folded-up bipod underneath the barrel. Unlike the game's other side-loaded SMGs, it has an upward-canted magazine.
Holding the ZK-383 in-game.
Changing the magazine.
Moving the charging handle back in position.
Inspecting the left side.


Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (while most of the other normal shells in the game are period-correct brass shells), have different colored primers compared to the normal shells, and seem to have some white marking on them.


The Blunderbuss from Sledgehammer's previous game, Call of Duty: Advanced Warfare, returns as an available shotgun in multiplayer in the Attack of the Undead event (albeit with a slightly different model).

The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.

Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle.

When upgraded in Zombies mode, the Blunderbuss becomes the "Funderbuss", with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.

Speaking of Zombies mode, the level "Shadowed Throne" features a Wonder Weapon called the "Wunderbuss", which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of "Geistkraft" energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded "Geistbolts", which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.

Modern replica of English 1766 Blunderbuss Flintlock.
The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.

M30 Luftwaffe Drilling

The rare M30 Luftwaffe Drilling, a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the "Rifle Bullet" attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.

The "Einfall" and "Valkyrie" variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems "fatter", like something on an old coach gun.

Its Pack-A-Punched incarnation is known as "Trips"; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).

M30 Luftwaffe Drilling - 12 gauge & 9.3x74mmR
The Drilling in the selection menu.
The Drilling in-game.
Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.
Using the M30's sights in rifle mode.
Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.
Dropping out the spent rifle round.
About to load a new one in, note the incorrect Spitzer bullet.
Pressing the fire selector switch in the inspection animation.


"The Triple", "Door Kicker" and "Altreich" variants of the M30 Luftwaffe Drilling turn it into a TP-82, a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.

The barrels on the weapon are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).

TP-82 - 5.45x39mm & 12.5x70mm (32 gauge)
Inspecting "The Triple" variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.

Walther Toggle-Action

The rare Walther toggle-action shotgun is available, simply referred to as "Toggle Action". The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory "Call of Duty Detachable Magazine Shotgun Quota". The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.

The reloading procedure has to be altered for this fictional magazine to "work". The interesting part is the empty reload animation, which involves turning the crank lever on the right side of the gun (it opens the action on the real gun, though the in-game bolt stays shut), replacing the magazine, then pressing a button near the trigger guard (to "close the action"). While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is the safety button instead, or where it would be since it isn't actually modeled on the in-game weapon.

The "Winter's Wild" and "Dynamo" variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the "Enigma" and "Flag Top" variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.

Its Pack-A-Punched variant is known as "Lucky"; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,

Walther shotgun - 12 gauge
The Walther shotgun in-game.
Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the "magazine well", it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.
Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.

Winchester Model 1897 Trench Gun

The Winchester Model 1897 is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a slightly extended magazine tube) instead of 5. It was referred to as "Winchester 1897" and then "M97 Trench Gun" in earlier stages of the game, only to be renamed to simply "Combat Shotgun" in the final version, presumably because of the continuing Winchester trademark.

The "Barbarossa" and "Catchpole" variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.

When upgraded via the Pack-A-Punch machine, the Winchester becomes the "Diplomatic Solution", with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.

Winchester Model 1897 Trench Gun - 12 gauge
A player character carrying a Model 1897 in the MP Reveal Trailer.
The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like the one on this image) in order to accommodate it.
Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.
Daniels ejects a shell from his Winchester after making a German soldier stumble.
Chamberloading the M1897 with an incendiary shell.
Loading more of the incendiary rounds into the magazine with the right hand.

Winchester Model 1912 Trench Gun

The "Battleaxe" and "Trench Runner" variants of the Winchester Model 1897 turn it into a Winchester Model 1912, also in its military "Trench Gun" configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.

Winchester Model 1912 Trench Gun - 12 gauge
The "Trench Runner" variant, with an outlandish paint job.
The "Battleaxe" variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.

Winchester Model 21

The Winchester Model 21 double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as "Model 21" in early footage, but was later renamed to simply "Sawed-off Shotgun" in the final game, likely because of the continuing Winchester trademark. In multiplayer, the "Domino" variant gives the shotgun full-sized barrels, while the "Cruiser" has a vertical foregrip and further shortened barrels, and the "Crusader" has a sawed-off buttstock. As for the "Acrobat" variant, it gets a combination of the characteristics of the "Cruiser" and the "Crusader".

When Pack-A-Punched, it becomes the "Last Model"; its damage and reserve ammo count are both introduced; unlike the M30 Luftwaffe Drilling, it doesn't gain any impossible capacity bonuses.

Winchester Model 21 - 12 gauge
The Winchester Model 21 in the selection menu.
Holding the sawed-off shotgun.
Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.
Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.
Ejecting the right shell.
Reloading both barrels of the Model 21.
Inspecting the "Acrobat" variant.

Rifles & Carbines

Similarly to World at War, rifles are divided into two main groups: "Rifles", which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and "Sniper Rifles", which primarily consist of bolt-action rifles (as well as a semi-automatic one and even an anti-tank rifle) fitted with telescopic sights by default for sniping. The "iron sights" attachment was made available for all rifles in the latter category following the Attack of the Undead event, which removes their default optics.

The "Rifles" category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.

"Sniper Rifles" were originally associated with the Mountain division in multiplayer, which allows their users to "Hold Breath", the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.

Arisaka Type 38

The Arisaka Type 38 was added to the "sniper rifles" category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform "diagonal clip shoving" reloads. The "Extended Mag" attachment attempts to ruin this by giving the weapon a Lee-Enfield-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.

Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of "Defaced Chrysanthemum"; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically "defaced" (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier Murata rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.

Arisaka Type 38 rifle - 6.5x50mmSR Arisaka
The Arisaka in first-person.
A look through the Arisaka's scope; while neat-looking, the range markings and windage lines serve no real function in-game, as the sniper rifles all hit exactly where they're pointed, with no simulation of ballistics (which, to be fair, wouldn't have much of an effect on point-of-impact anyways, considering the engagement ranges in CoD maps rarely exceed 100 meters). They also don't make much sense; assuming the y-axis markings are ranges in hundreds of meters, then this rifle is apparently set up for ranges anywhere from 1,400 to -1,600 meters, the markings on the top of the line aren't graduated linearly (yet the ones on the bottom are), and considering that the first line up is marked for 0 meters, the center of the crosshair is apparently a low-shooting zero somewhere around -200 meters.

Arisaka Type 44 Carbine

The epic "Black Hornet" variant turns the long Arisaka into an Arisaka Type 44 carbine with an unusable folded bayonet.

Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka

Arisaka Type 2

The "Ronin II" and "Hydra" variants are Arisaka Type 2 Paratrooper rifles.

Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm

Breda PG

The Breda PG was added in the Blitzkrieg event, referred to as "ITRA Burst". The in-game model seems to be primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.

It is functionally analogous to the M8 rifles featured in Call of Duty: Black Ops II and III, even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the XM16E1 from Black Ops III, the weapon has a contradictory description that says "4-round burst semi-automatic rifle", which basically means it fires a four-round burst with every pull of the trigger.

When Pack-A-Punched, the Breda becomes the "Hercules", with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.

Breda PG (original model) - 6.5x52mm Carcano
Breda PG (Costa Rican contract) - 7x57mm Mauser
The base Breda PG. The front end is closer in style to the Costa Rican version, just greatly lengthened.
Holding the "ITRA Burst".
Loading a fresh magazine.
Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.

Chauchat-Ribeyrolles 1918

The Chauchat-Ribeyrolles 1918 was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon Chauchat magazine (mirrored to show its contents to the player) incorrectly holds 25 rounds as opposed to the correct 20, while the "extended mag" attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.

Chauchat-Ribeyrolles 1918 - 8x50mmR

De Lisle Carbine

The rare De Lisle Carbine was added to the "sniper rifles" category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual "balance reasons"; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.

Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the "Extended Mag" attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.

When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the "Subsonic Scream" (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.

De Lisle Carbine - .45 ACP
A soldier running with his carbine in the trailer of the United Front DLC.

Fedorov Avtomat

The Fedorov Avtomat was added to the game in the Days of Summer event, in the rifles category as the "Automaton." This is a literal translation of the Russian term: "avtomat" works rather like "revolver" does in English, in that the device in question being a gun is implied by context rather than part of the word. Anyway, it is fitted with the correct 25-round magazine by default, the "Extended Magazine" attachment is simply a longer version of this magazine that holds 37 rounds.

Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka

FG 42

The Fallschirmjägergewehr 42 is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The "Stinkeroo" and "Revised" variants have circular slotted barrel shrouds, giving them a resemblance to the MG30 machine gun. As for the "Kampfflugzeug" and "Stripe-Happy" variants, they have longer barrels and handguards, and different bayonet lugs. It is to note that all the Epic variants lack the muzzle brake of the base weapon.

Its Pack-A-Punched incarnation in Zombies mode is known as the "Device 450", with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).

FG 42 second model - 7.92x57mm Mauser
The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.
Looking over several suspiciously solid sandbag barriers, FG 42 in hand.
Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.
Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.
The Epic variant with extended mag, the latter of which resembles a Bren's magazine.
FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.
Holding the scoped FG 42.

Gewehr 43

The Gewehr 43 is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.

The "Chiller" variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The "Kapitan" variant is sawed off to pistol size but has a pistol grip and a folding stock from an M1A1 Carbine, as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a Gewehr 1888).

When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes "Barbarossa's Strike" (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).

Gewehr 43 - 7.92x57mm Mauser
The Gewehr 43 in the Winter Siege trailer.
Holding the G43.
An appropriate 10 shots later (plus an inappropriate extra 2, for good measure), the rifle's bolt locks open.
Rectifying this problem, by inserting a new magazine...
...and releasing the bolt.
Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one.

Gewehr 41

The "Nobel II" variant of the Gewehr 43 turns it into a Gewehr 41, albeit retaining the detachable magazine, as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the "Kapitan" variant.

Gewehr 41 (Walther Design) - 7.92x57mm Mauser
Gewehr 41 (Mauser Design) - 7.92x57mm Mauser

Karabiner 98k

The Karabiner 98k is available in the game. When the "Extended Mag" attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier Gewehr 98, which is incorrectly shown as detachable, and only holds 7 rounds in-game. As with the Lee-Enfield No. 4 Mk.I(T) and the Springfield M1903, the Kar98k is always reloaded with a full 5-round stripper clip (barring when it's fitted with the aforementioned extended magazine), with no regard for how much ammunition is missing from the rifle, how much ammunition the player character actually has, and the fact that the scope should logically prevent the insertion of a stripper clip; as with the latter rifle, the stripper clip is incorrectly shoved into the magazine in its entirety, clip and all.

When Pack-A-Punched in Zombies mode, the Kar98K becomes the "War Model", the English translation of the German term "Kriegsmodell", used to refer to late-war simplified models of the Karabiner 98k; in spite of this name, the in-game gun's model is still the same early-war model, complete with bolt disassembly disc, spring-retained barrel bands, cleaning rod, and bayonet lug. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).

Karabiner 98k - 7.92x57mm Mauser
The Kar98k in-game.
Reloading. The stripper clip reload animations are also used when a scope is used, even though the scope would realistically block the magazine from the clip; the solution devised by the developers is to have the clip be attached and loaded diagonally and hope that nobody notices. The "diagonal clip shoving" method of reloading is also found on the Lee-Enfield and Springfield rifles.
The K98k in-game, fitted with the aforementioned 7-round 20-round detachable fixed trench magazine. Also note the lack of a scope; prior to the Attack of the Undead event, this was the only rifle in the "sniper rifles" category that had the "iron sights" attachment in multiplayer.
Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.
The pickup animation of the Karabiner 98k, where Daniels chambers a round.
Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the "Stronghold" mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.

Kbsp wz. 38M

The Kbsp wz. 38M (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the "Karabin". A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped Karabiner 98k or Gewehr 43 rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.

"The Patriot" variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.

Kbsp wz. 38M - 7.92x57mm Mauser
The scoped Karabin in game.
Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.
Chambering a new round.
A German soldier aims an unscoped Karabin in the Story Trailer.
The vanilla wz. 38M in the campaign.
Iron sights of the Karabin.


The "Midnight" variant of the Kbsp wz. 38M resembles the French MAS-44 (which actually uses detachable magazines in reality). The "Husky" variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as "The Patriot". Ironically, both the "Midnight" and the "Husky" still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the "Kutusov" variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of "The Patriot".

MAS-44 - 7.5x54mm French
Holding the "Midnight". Judging by its appearance, it was probably never fired and dropped once.
Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.
The "Husky" variant.
Inspecting the "Husky", which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.

Lee-Enfield No.4 Mk.I(T)

The Lee-Enfield No.4 Mk.I(T) appears in the game. It was referred to as the "Commonwealth" in the beta, but this was later changed to "Lee Enfield".

Like other base game bolt-action rifles, its stripper clip is loaded diagonally (especially visible with the iron sights attachment) to "creatively" avoid the situation when a scope is attached and blocking the magazine. The reload also replenishes all 10 rounds with just one clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it is definitely not the standard procedure.

The "Sweetie" variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the "Roundabout" and "The Royal" are sawed off to pistol size, though "The Royal" variant still has a No.4 Mk.I buttstock.

Lee-Enfield No.4 Mk.I(T) with scope - .303 British
Lee-Enfield No.4 Mk.I - .303 British
Holding the Lee-Enfield.
Reloading the Lee-Enfield by "the typical way" through the scope.
Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional.
Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.
Inspecting "The Royal" variant. Note that the front sight is retained.

M1 Carbine

The M1 Carbine returns from World at War, still erroneously labeled as the "M1A1". Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.

When Pack-a-Punched in Zombies, it is renamed to "M2 Carbine" and correctly fires in full-auto, though it lacks that version's fire selector.

The "Lil' Biscuit" variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the "Body Snatcher" variant has an elongated barrel and handguard, and a modified version of the in-game front sight.

Us. M1 Carbine - .30 Carbine
A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.
Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).
The M1 Carbine with the extended magazine, which holds 22 rounds. It doesn't quite resemble the real 30-round "banana" magazine, and seems to be a elongated and curved version of the base magazine.

M1A1 Carbine

The "Bug Juice" and "Bite The Dust" variants of the M1 Carbine have the same visual attributes as the "Lil' Biscuit" and "Body Snatcher" respectively, except that they receive proper M1A1 folding stocks.

M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine
Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.
Holding the "Bug Juice" variant.

M1 Garand

The iconic battle rifle of the American forces, the M1 Garand, makes a return in this game. Like in World at War, the weapon can be reloaded mid-clip, though it makes the ping sound and ejects the clip anyway. When fitted with the "Extended Mag" attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.

The "Front Line" variant has the front sight of an M1 Carbine and a thumbhole stock, while the "Independent" variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a Beretta BM59 Truppe Alpine, which would be entirely anachronistic.

M1 Garand with leather M1917 sling - .30-06
The Garand in-game.
Aiming the M1.
Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.
Pushing the bolt into battery. While a Garand's action will not necessarily always close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to never close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in Call of Duty 3, Call of Duty: World at War: Final Fronts, and Call of Duty: Advanced Warfare.
Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the M14 Rifle - .30-06. The in-game "extended mag" isn't exactly modeled after this magazine, though.
Inspecting the magazine-fed Garand, which is also comically equipped with a Sherman tank gunsight.
Reloading the BAR-like magazine.

T26 Tanker Garand

The "Valor" variant of the M1 Garand turns it into a T26 Tanker Garand carbine, albeit with a different front sight. The "Rookie" variant also gets the same aspects, but with the same BM59 pistol grip as the "Independent" and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the "Rookie").

T26 Tanker Garand carbine - .30-06

M2 Carbine

The actual M2 Carbine, accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is modeled with a perforated metal heat-shield by default, and is not associated with any particular variant unlike the M1's variants.

In a reversal of its semi-automatic relative, being referred to as the folding-stocked M1A1 Carbine despite being a fixed-stocked M1, the in-game M2 has a folding stock. Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.

The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.

M2 Carbine - .30 Carbine

M1941 Johnson rifle

The "Battle Watch" and "Savior" variants of the M1941 Johnson machine gun turn its visual appearance into that of the M1941 semi-automatic rifle, though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the M1941 machine gun.

M1941 Johnson rifle - .30-06
Holding the "Savior".
Inspecting the rifle.
Aiming down the M1941 rifle-style sights.

Mosin Nagant M1891 / M91/30 Sniper Rifle hybrid

The Mosin Nagant was added to the sniper rifles class in the Days of Summer event. It is referred to as the "3-Line Rifle" (the full designation was the "3-Line Rifle M1891"), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle of the M91/30 Sniper Rifle. When the weapon is unscoped (via the Iron Sights attachment), it has a straight bolt-handle instead of the down-turned one.

Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion and the issue of "always reloading with a 5-round stripper clip" problem is resolved through an interesting dynamic reload style that is fast enough to keep up with the CoD game pace. When the weapon is scoped, reloading has the character load three loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the "iron sights" attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the "extended mag" (giving a 7-round capacity) is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.

There are still some oversights in the reload animations, however: the player character fails to cover the action during a mid-magazine reload, yet ironically and unnecessarily does cover it during an empty reload. This happens regardless of usage of Extended Mag or Iron Sights, regardless if a stripper clip is involved or not. Even more bizarrely, some variants' reload animations never cover the action period.

Mosin Nagant M1891 - 7.62x54mm R
Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mm R


The PTRS-41 anti-tank rifle returns from World at War as an available sniper rifle in the Attack of the Undead event. Like in that game, it is a ridiculous choice for one considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in World at War. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.

PTRS-41 Anti-Tank Rifle - 14.5x114mm
The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.

SDK silenced rifle

The Schälldampfer Karabiner (or SDK for short), an allegedly WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using Luger P08 magazines) was added to the "sniper rifles" class in the Halloween Scream event; it is referred to as the "SDK 9mm". Note the word "allegedly"; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.

Much like the earlier-added De Lisle Carbine, it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).

Schälldampfer Karabiner w/ scope, magazine, loose rounds, & Iron Cross pin - 9x19mm Parabellum

Simonov AVS-36

The AVS-36 was added to the "rifles" category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the "Extended Mag") instead of 15.

Simonov AVS-36 - 7.62x54mmR

Springfield M1903

The Springfield M1903 returns from World at War as an available sniper rifle. Like the Kar98k and Lee-Enfield, the rifle loads its stripper clips diagonally; these stripper clips are also seemingly inserted fully, clip and all. As with all of the bolt-action rifles, a full stripper clip is used to reload the weapon, regardless of how many rounds remain in the magazine, or how many rounds are available to use.

When Pack-a-Punched in Zombies it gains the name of "Massachusetts" a reference to the US state where the rifle was manufactured. It gains a 25-round magazine (which would actually be appropriate for its Extended Mag model, a 25-round Air Service magazine, incorrectly depicted as detachable), despite using the standard 5-round magazine.

Springfield M1903 Mk 1 - .30-06
A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.
The Springfield in-game, with its default sniper scope.
Reloading a 5-round stripper clip through the scope.

Sporterized M1903 Springfield

The "Warbird", "Faithful" and "Gum Shoe" variants resemble a sporterized version of the Springfield; the third is missing a stock for no practical reason.

Sporterized M1903 Springfield
Inspecting the epic variant.

Springfield M1903A4

The "Ranger" variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the front iron sight of an A3 variant, in spite of the presence of a Model 330 Weaver scope, and the absence of a rear sight). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.

M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield

Sturmgewehr 44

The Sturmgewehr 44 returns from previous titles as the only true assault rifle in the game (at least, upon its launch). In grand Call of Duty 4: Modern Warfare tradition, it uses the same reload animation as previous games' AK rifles, excluding the pulling of the charging handle. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The "Haywire" variant also has an MP40-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.

Sturmgewehr 44 - 7.92x33mm Kurz
Holding the StG.
Performing a AK-style reload, as in Modern Warfare and Advanced Warfare.
Pulling the bolt handle (not quite far enough) back to chamber a round.
Examining the StG's other side.

MKb 42(W)

The "Serum" variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same MP40-type folding stock as on the "Haywire". Its iron sights are mounted at the same positions as the Stg 44 instead of the real weapon's more forward position.

Walther MKb 42(W) - 7.92x33mm Kurz
– "Show us your war face!"
– "Arrrrgh!!"
A look of the "Serum" variant in the multiplayer trailer, equipped with a bayonet.
Inspecting the rusty "Serum" variant, which is in contrast to the shiny "Serum II". Note the cropped dust cover and exposed bolt carrier.

Sturmgewehr 45(M)

The "Red Baron" and "Shingles" epic variants of the Sturmgewehr 44 turn it into a Sturmgewehr 45(M), but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.

MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).
A soldier holding his newly acquired "Shingles".
Inspecting the StG 45(M). The engraving on the stock and receiver provides an interesting contrast with the in-the-white finish and rusty, worn appearance, which in turn contrast with the fact that this is a prototype rifle that never saw any combat service. It is either rather too closely based on a museum piece, or has been subjected to the Far Cry 2 school of gun maintenance.

Sudayev AS-44

The Sudayev AS-44 assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the "Rifles" category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.

Sudayev AS-44 with bipod - 7.62x41mm M43

Tokarev SVT-40

Yet another weapon returning from previous games, the SVT-40 is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate Gewehr 43 prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.

The extended magazine model is an elongated, almost AS-44 esque magazine.

Interestingly, the "Shack Man" variant of the gives it a receiver rather like that of an AG42B Ljungman rifle, as well as different iron sights and muzzle brake, and a shorter barrel. The "O.A.O" variant has these iron sights, muzzle brake and short barrel, but has a folding stock and a small pistol grip. The "S.O.L." lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the two previously mentioned variants), a custom muzzle brake and a magazine pouch on the buttstock. As for the "Siberian" variant, the only visual difference that it has from the base SVT-40 (aside from the paint job) is the presence of a stock pouch.

Tokarev SVT-40 - 7.62x54mmR
The SVT in-game.
Reloading. A very strange quirk of the empty reload animation is that after flicking out the empty magazine with the new magazine (a few frames after this screenshot), the new one flies out of the player character's hand with the empty magazine, and the player character's hand immediately grabs a third magazine offscreen to load it in.
Pulling the charging handle.
Holding the "O. A. O." variant.
Inspecting the rifle.

Type 5 rifle

The Type 5 Rifle was added to the "rifles" category in the Blitzkrieg event. Essentially a Japanese copy of the M1 Garand, it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.

The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round Arisaka stripper clips, which is the same error previously committed by DICE in Battlefield 1943 and Battlefield: Bad Company 2; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in WWII is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.

Despite its correct lack of a clip latch, mid-magazine reloads are still possible on WWII's Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in Battlefield games, and unlike WWII’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The "Extended Mag" attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a Lee-Enfield rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.

The "Clockwork" variant has the magazine cover of a Japanese-manufactured experimental copy of the Pedersen rifle.

Type 5 rifle - 7.7x58mm
The "Clockwork" variant.

Volkssturmgewehr 1-5

The Volkssturmgewehr 1-5 was added in The Resistance event. It is depicted as fully-automatic, but while some experimental versions were selective fire in reality, they were not adopted or produced in quantities. When the "extended mag" attachment is equipped, the weapon gains a fictional 45-round drum magazine.

The "Goat II" variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. The "Defiance" variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.

Volkssturmgewehr 1-5 - 7.92x33mm Kurz
The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion. While there aren't many good choices for resistance-themed self-loading rifles, a possibility could be an RSC Mle 1917, which was used by the French army prior to the war; while not necessarily confirmed, at least some were likely used by the underground resistance in France.
The VG 1-5 in the Aachen multiplayer map.
Aiming the Volkssturmewehr.
Giving the rifle a fresh magazine; these are the same as those used by the StG-44.
Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. "The Goat II" variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.
Inspecting the right side of the VG 1-5.

Winchester Model 1894

A Winchester Model 1894 is seen in the hands of a young Ronald "Red" Daniels in the intro cutscene of the campaign mission "Stronghold". The rifle was later added as an available sniper rifle in multiplayer following the Attack of the Undead event. Like the Browning BLR from Advanced Warfare, it is simply referred to as "Lever Action", presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the Call of Duty series).

Some supply drop variants of the Winchester are heavily sawn-off, loosely resembling a Mare's Leg. It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a Winchester Model 1895, which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.

Winchester 1894 - .30-30 WCF
Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.
The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.

Machine Guns

As with multiple Call of Duty titles, the machine guns class in WWII is referred to as "light machine guns", even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun.

After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent affixture for all "light machine guns" equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.

Breda Modello 30

The Breda Modello 30 is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theatre, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the "GPMG," short for General Purpose Machine Gun, seemingly deciding to reverse the usual direction in which machine guns are mis-classified by the series since it was actually a light machine gun (or a no-purpose machine gun if performance is taken into account).

Similarly to the bolt-action rifles (and much more egregiously), it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.

A much more fitting and reliable choice for a winter-themed machine gun would be the DP-28 from World at War, which saw heavy use by both sides during the Winter War and on the Eastern Front.

Breda Modello 30 - 6.5x52mm Carcano
The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.
Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.
Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd... that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.

Breda Modello 37

The "Fiore di Morte" variant is a hybrid between the Breda Modello 30 and the Breda Modello 37.

Breda Modello 37 - 8x59mm RB Breda

Bren Mk1 (M)

The Bren Gun returns from the early Call of Duty titles. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when "extended mag" attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game.

Amusingly, the "King and Country" and "Combatant" variants are fitted with giant cooling jackets, despite the lower rate of fire and quick-change barrel on the real weapon.

Bren Mk1 (M) - .303 British
The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.
Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.
Pulling the charging handle.

Type 99 light machine gun

The Type 99 Light Machine Gun appears as the "Royalty" variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The "Bren - Crown" variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.

Type 99 - 7.7x58mm Arisaka

Browning M1919A4

The Browning M1919A4 machine gun returns from World at War as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt.

Browning M1919A4 - .30-06
An American soldier firing a Browning M1919A4.
Daniels holds the Browning. As in World at War, using this weapon in a man-portable method would be very impractical, whereas an M1919A6 would have been more appropriate.
Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.
Daniels encounters a rare American equivalent of "Hitler's Buzzsaw": "Patton's Scissors."

Stinger machine gun

Instead of adding the singleplayer M1919A4 to multiplayer, the Stinger machine gun was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the M1 Carbine and bipod of the BAR; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations, particularly the belt reload.

The in-game model has a strange non-standard slotted barrel shroud and uses a loose 80-round belt by default, but with the "Extended Mag" attachment it gains a 100-round belt box; rather than using the real weapon's 100-round belt box, the in-game Stinger uses a fictional belt box that would be far too small to hold 100 rounds (something which the modeler seems to have understood, considering the "60 ROUND MAG" stenciling on the top). Like the German machine guns, its fire rate is nowhere near its real rate (312 RPM compared to the real gun's 1,200 RPM).

The "American Muscle" and "The Basilisk" variants gain a pistol grip and a shoulder stock similar to that of the Browning M1919A6, but not identical to it. The "American Muscle" also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider.

Stinger machine gun replica - .30-06 Springfield
The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, and the weird-looking bipod.

Charlton Automatic Rifle

The Charlton Automatic Rifle was added to the "rifles" class in the Halloween Scream event. It is called "NZ-41" in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines that hold 36 rounds.

Charlton Automatic Rifle with 30-round magazine - .303 British

Lewis Gun

The Lewis Gun appears for the first time in a Call of Duty game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket.

The "Landship" variant retains its cooling jacket; it also lacks a rear sight for some reason. The "Boulevardier" and "English Oak" variants have weird chunky forearms around the gas system, and "English Oak" also has the spade grips of the Aircraft Lewis Gun.

Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.
The Lewis Gun in-game.
Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.
Reloading; the magazine release is never touched.
Concluding a reload with a tug of the charging handle.
The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so this strange extended magazine with a very deliberately thin end was invented by Sledgehammer Games.

Type 92 Machine Gun

The "Chatter Box" variant is a Japanese Type 92 machine gun, recognizable by its larger trigger guard and lack of a stock, though it still has a normal Lewis's forced-air cooling jacket instead of the Type 92's water jacket.

The "Landship" also has the Type 92's trigger guard.

Japanese watercooled Type 92 - 7.7×58mm R Arisaka.
The "Chatter Box" variant, complete with barrel shroud and extended trigger guard.

M1918A2 Browning Automatic Rifle

The BAR returns from World at War, now classified as an automatic rifle, despite the M1918A2 meant to fulfill the light machine gun role. Unlike previous games, the charging handle doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, it serves to mount a fictitious bayonet.

One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the "Old Captain" and "Dude Up" variants. The latter two also have an elongated handguard, with the "Dude Up" having a different raised buttstock as well. The "Fly Boy" variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the "Fly Boy" are the only versions to be equipped with a carrying handle in-game.

M1918A2 Browning Automatic Rifle - .30-06
M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06
A BAR carried by one of the deploying soldiers in the MP Reveal Trailer.
Holding the BAR.
Pulling the handle.
The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.

Colt R75

The "Cool Hand" variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.

Colt Model of 1925(R75) Commercial BAR. The Model 1925 was produced in various calibers, including .30-06 Springfield (7.62x63mm), 7.65x53mm Belgian Mauser, 7x57mm Mauser, 7.92x57mm Mauser and .303 British (7.7x56mmR)
Holding the "Cool Hand".
Inspecting the left side.

M1941 Johnson machine gun

The M1941 Johnson machine gun appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.

M1941 Johnson machine gun - .30-06
A soldier holding a Johnson machine gun. Note the incorrect bayonet, as the weapon lacks a bayonet lug; furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached. The in-game bayonet appears to be welded onto the barrel.
Reloading. This default magazine model is too short for the in-game 25-round capacity. (the actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds)

M1944 Johnson machine gun

"The Cook" variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The "Jawbreaker" variant also has the buttstock of an M1944.

M1944 Johnson machine gun - .30-06
Holding "The Cook".
Inspecting the top side...
...and the left side.


The MG15 machine gun is yet another new machine gun in the game. Although the gun was originally designed as an aircraft-mounted machine gun, a few were fitted with bipods and used by infantry later during the war. Nevertheless, the MG34 would be a more suitable weapon. Oddly, the weapon's fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead).

The "Dive Bomb" and "Blade" variants have giant water cooling jackets and egg-shaped AA sights. The "Shorty" variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a Maxim LMG 08/15.

MG15 with 75-round double drum - 7.92x57mm Mauser
MG15 as shown in the MP Reveal Trailer
The MG15 in the hands of a soldier, bizarrely fitted with half of its distinctive "saddle drum"; this magazine holds 50 rounds, and is standard for the weapon in-game. Oddly enough, this model is also used for the singleplayer version that holds 75 rounds.
Aiming the MG15. Note the completely incorrect iron sights; these are the aircraft sights, rather than the appropriate infantry sights (a drum with a notch for the rear sight, adjustable for range, and a front post, both mounted below and to the left of the standard aircraft sights) mounted onto weapons issued to ground troops; furthermore, they aren't even correct for the aircraft sights, as the front sight has only 4 intersecting lines rather than 8 and no inner circle, and the rear sight is a post, rather than the appropriate v-notch.
Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.
The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.


The iconic MG42, returns from World at War in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the MG15 for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The "Zipper" variant has a circular barrel shroud like the MG34.

In the campaign mission "S.O.E.", an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34.

MG42 - 7.92x57mm Mauser
A German soldier firing an MG42 in a trailer.
A mounted MG42 on the map Pointe du Hoc.
Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.
Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role.
Holding the portable MG.
Pulling the charging handle.
The "Extended Mag" attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.
Reloading the belt drum.
Closing the top cover.

Rheinmetall MG 39 Rh

The "Devil's Piano" variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the MG34.

Rheinmetall MG 39 Rh - 7.92x57mm Mauser
Inspecting the MG 39 Rh.


The MG81 was added to the light machine gun class in the Operation: Shamrock & Awe event. Like its predecessor the MG15, it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun). It is fed by a 60-round loose belt; the "Extended Mag" attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view.

The "Big Irish" variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The "Dark Lord" variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The "Untamed II" variant is much the same as the "Big Irish", but with a wire-frame AA sight different from both the standard version and the other variants.

MG81 - 7.92x57mm Mauser
The base MG81.

VMG 1927

The VMG 1927 was added to the game in the Covert Strike community event. The basic in-game model features some "interesting" embellishments, with additional parts visible on the side of the receiver. The base 50-round drum magazine model also features a lot more bumps compared to the smooth drum on the image below, making the base magazine model resemble half of an MG15 magazine; this changes into a MG15-esque 75-round double drum magazine when Extended Mag is equipped.

VMG 1927 - 7.92x57mm Mauser



The Gewehrgranatengerät Rifle Grenade Launcher was made available to the Axis "Rifles" in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in World at War, the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.

Gewehrgranatengerät, mounted on Karabiner 98k rifle
Loading the Gewehrgranatengerät mounted on a G43.
The loaded launcher.


The Luftfaust (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the "Fliegerfaust," changing to "Luftfaust-B" when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.

The weapon is shown as firing rockets individually or in an alternate "free-fire" fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually did, all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.

Replica Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm

M1 Bazooka

The M1 Bazooka appears as the main anti-tank weapon for the Allied forces. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.

M1 "Bazooka" - 2.36 inch
The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in Saving Private Ryan.

M7 grenade launcher

The M7 Rifle Grenade Launcher is found attached to the M1 Garand in certain places in the campaign. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.

Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the "rifles" category. Like in World at War, the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the Dyakonov). German rifles use the Gewehrgranatengerät instead.

M7 rifle grenade launcher - 22mm
Mk 2 training grenade fitted with M1A2 rifle grenade adapter
An M1 Garand with the grenade launcher in-game.
Loading a Mk 2 grenade.
The loaded M7 grenade launcher.


Panzerfausts can be seen through the singleplayer campaign. They're unusable for the player.

Panzerfaust - 44mm with 149mm warhead
Two Panzerfausts in a weapon crate.


The Panzerschreck appears as the main anti-tank weapon for the Axis forces.

RPzB 54 "Panzerschreck" rocket launcher - 88mm
Holding a rusty Panzerschreck.
"Aiming" the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.
Reloading the Panzerschreck. The player character does not press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.


Flamethrowers are occasionally found in singleplayer, while in multiplayer they are available through a scorestreak.

Flammenwerfer 35

The Flammenwerfer 35 appears as the main flamethrower for the Axis forces and is collectable memento during the third mission "Stronghold".

Flammenwerfer 35
Holding the Flammenwerfer.
A flamethrower on the ground.
A German soldier with the Flammenwerfer in the Story Trailer.

M2 Flamethrower

The M2 Flamethrower appears as the main flamethrower for the Allied forces.

M2 Flamethrower
Holding the M2.

Flare Gun

LP-42 Flare Pistol

The Leuchtpistole 42 is a collectable memento during the seventh singleplayer mission "Death Factory".

Leuchtpistole 42 Flare Pistol - 26.65mm
The Leuchtpistole in the memento menu.
Daniels finds the Flare gun.

Grenades & Explosives

F-1 hand grenade

A F-1 hand grenade is seen on a Russian Resistance uniform.

F-1 High-Explosive Fragmentation hand grenade
The F-1 on his belt.

Model 39 Eihandgranate

A bundle of Model 39 Eihandgranate appears in the The War Machine DLC as a booby trap, exclusive to the War Mode map "Operation Husky".

The Model 39 Eihandgranate hand grenade
A bundle of Eihandgranaten in the trailer.

M1A1 Mine

In the Hürtgenwald campaign level, Daniels is instructed to set up a defensive perimeter with M1A1 Mines.

M1 and M1A1 anti-tank mines
Daniels holds a Mine.

M18 Smoke Grenade

The M18 smoke grenade is found in Call of Duty: WWII, with white, green, and red versions appearing in game, each used for different purposes. Its appearance in a World War II setting is anachronistic as it was introduced in the early 1950s in reality. A more period appropriate smoke grenade would have been the M16 smoke grenade.

In singleplayer, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is given to the player for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called "M16 Air Mark Smoke Grenade" on the HUD.

In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages. Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player a "Germanized" M18 smoke grenade, with German markings and a Balkenkreuz symbol. A more appropriate smoke grenade for the Axis would be a Nebelhandgranate 39.

In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the "M18" part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.

M18 smoke grenade
The smoke grenade in the selection menu. Note that white is not a colour the M18 is available in; this should be an AN/M8 smoke grenade (which would have the marking "SMOKE HC").
An M18 on the ground. Note how the spoon is incorrectly still in place.
Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.
The Axis version. Note that is just the M18 model with some German markings and the Balkenkreuz added on it. Some attempt has been made to make the markings look passable, though they appear to be inspired by markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The "Nb-BZ38" marking stood for "Nebel Brennzünder 38", a type of smoke grenade fuse used on German smoke grenades. The "15 Rauch N2" marking appears to be inspired by the "15 Zündlg. N 2" marking on the German smoke grenade cases, the "15" referring to the number of grenades that can be held in the case. "Rauch" literally means "to smoke" in German.

Mills Bomb

Australian uniforms are equipped with Mills Bombs.

No. 36M Mk.I "Mills Bomb" High-Explosive Fragmentation hand grenade.
The Mills ingame.

Mk 2 hand grenade

The Mk 2 hand grenade is the standard frag grenade for the Allied side.

Mk 2 high-explosive fragmentation hand grenade
The Mk 2 grenade in the selection menu.
Sgt. Pearson with a Mk 2 grenade.
Throwing a Mk 2 grenade.

Mk.V CN Gas Grenade

The American Mk V can be equipped in the multiplayer.

Mk.V CN Gas Grenade.
The Gas grenade in the selection menu.
The grenade on the ground.

Model 24 Stielhandgranate

The Model 24 Stielhandgranate appears in the game, modeled with the fragmentation sleeve of the Model 43 Stielhandgranate. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.

Model 24 Stielhandgranate "Potato Masher" stick grenade with fragmentation sleeve
Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve
Throwing a hybrid Stielhandgranate.
A box of M24s in the singleplayer.

Model 23 Haanbombe

The Danish M23 Haanbombe is seen on Danish Resistance uniforms.

Model 23 Haanbombe.
Two grenades hanging on the belt.

No. 69 High-Explosive Grenade

The No. 69 High-Explosive Grenade appears in multiplayer as the "British No. 69." It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an "offensive" lethal grenade designed to have a smaller radius of effect than a "defensive" fragmentation grenade like the Mills Bomb. The American Mk3 Offensive Blast Grenade, a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.

No. 69 MK. 1 High-Explosive hand grenade
The No. 69 grenade in the selection menu.

No. 74 ST grenade

The No 74 ST Grenade appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.

No. 74 MK. 1 Anti-Tank Grenade S.T. "Sticky Bomb"
The No. 74 ST grenade in the selection menu.
Throwing the Sticky Bomb.

OF 37 grenade

Two OF 37 hand grenades can be seen on the French Legionary uniform.

OFX 37 hand grenade with Mle 1935 fuze
The grenade on the uniform.


The RGD-33 stick grenade can be seen on the Russian sailor uniform in multiplayer.

RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.
Two RGDs hanging from the belt.


The S-Mine appears as the S-Mine 44. In-game, it takes the place of a soldier's grenades in multiplayer, and serves the same role as it did in World at War (and the same role as the M18A1 Claymore from the modern titles).

S-Mine 35
A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.
A placed S-Mine on the ground.

Mounted Weapons

2cm FlaK 38

2cm FlaK 38 guns can be seen in various places in singleplayer, and usable in some scripted setpieces where the player engages enemy planes.

2 cm FlaK 38 in single mounting - 20x138mm B
The Flak 38 in-game.
Manning the Flak.
A Flak 38 mounted on a Halbketten-Lkw Ford "Maultier".

20mm Oerlikon Cannon

Oerlikon 20mm Cannons can be seen mounted on U.S. ships on D-Day and on the multiplayer map "USS Texas".

Oerlikon Cannon - 20mm.
The Oerlikon Cannon on board of the "USS Texas".

5cm Pak 38

Various 5 cm Pak 38 Anti Tank guns can be seen in the singleplayer campaign.

5 cm Pak 38 anti-tank gun - 50x419mm R
A Pak 38 in-game.

8-cm Granatwerfer 34

Granatwerfer 34 Mortars can be seen in the campaign.

8-cm Granatwerfer 34 (GrW 34)
The Granatwerfer 34 in-game.
Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.

8 cm kurzer Granatwerfer 42

Kurzer 8 cm Granatwerfer 42 mortars can also be seen in the singleplayer campaign.

Kurzer 8 cm Granatwerfer 42 - 81.4mm
The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from Call of Duty 2.

8.8cm FlaK 18

88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the singleplayer and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original Call of Duty, where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly zero people.

FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm
The FlaKs are distracted by a passing bird.
Another view.
Closer view on a FlaK.

12.8-cm Flak-Zwillingskanonen

A few Flak-Zwillingskanonen can be seen on the "Flaktower" map that represents the Flaktowers of Berlin in 1945.

The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.

15 cm Nebelwerfer 41

Several Nebelwerfer 41s can be seen on the "Aachen" and "Carentan" map.

15 cm Nebelwerfer 41 multiple rocket launcher
The Nebelwerfer in Aachen.
Three Nebelwerfers on the "Carentan Winter" map.

15cm sFH 18

Various schwere Feldhaubitzen 18 can be seen and destroyed by Daniels in the Hürtgenwald missions.

sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm
A disabled sFH 18.
Another sFH 18.

80-cm-Kanone (E) Schwerer Gustav

The Schwerer Gustav railway gun is the centerpiece of the map "Gustav Cannon", set on the outskirts of Sevastopol.

Schwerer Gustav / "Dora" - 800mm
The Gustav in-game.

Bangalore Torpedo

In the first mission singleplayer and the war mode multiplayer map "Operation Neptune", both depicting the Allied invasion of Normandy, the player needs to use Bangalores to blow up German barbed wire defenses.

Daniels assembles a Bangalore during D-Day.


The Besa machine gun is mounted on a British Light Tank Mk VI on the "Gibraltar".

British Besa tank machine gun - 7.92x57mm Mauser
The mounted Besa.

Vickers .50

The Vickers .50 machine gun is mounted on British Light Tank Mk VI.

Vickers .50 machine gun - Essentially the Mk1 but chambered in .50 caliber. Mounted on Armored Vehicles and used as Navy AA until supplemented by the Besa and Oerlikon 20mm Cannon - 12.7x81mm
The Vickers on the right.

Bofors 40mm

Several Bofors 40mm AA-guns are seen on the map "Gibraltar".

Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR
A Bofors in-game.
Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.

Browning M2 Aircraft

During the campaign mission Battle of the Bulge the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the Browning M2 Aircraft. In reality the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty.

The Allies "fighter pilot" scorestreak in multiplayer uses the P-47 model, while the "ball turret gunner" uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.

Browning M2 Aircraft, Fixed - .50 BMG


The MG34 is mounted on German tanks.

MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser
The MG34 mounted on a Panzer IV.

Canon de 155mm GPF

Daniels squad must destroy a Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. 1st Lieutenant Turner calls it a "GPF" gun. In Call of Duty 2 Corporal Bill Taylor must destroy this cannon, too.

Canon de 155 Grande Puissance Filloux (GPF) - 155mm
The GPF in-game.
Other view.

155mm Gun M1917 / M1918

An American M12 Gun Motor Carriage is seen on the map "Aachen". These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 "Long Tom," a major redesign of the GPF with only the barrel design common between the two.

This particular appearance may be a reference to the fifteenth mission of "Call of Duty: Finest Hour", "Surrender at Aachen", where a later M40 GMC is seen forcing the Germans to surrender.

The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.

Naval Cannon

Some Naval Cannons are seen on the map "Gibraltar".

Naval cannon - 18th century
The cannon in-game.

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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