Call of Duty: World at War
Call of Duty: World at War is the sixth main Call of Duty game and the second by Treyarch, starting their Black Ops story arc. Released in 2008, it is the last Call of Duty game set primarily in the Second World War until Call of Duty: WWII nine years later. The game features two campaigns, one in the Pacific theatre and the other in the Soviet Union; a British campaign was also planned, but cut due to lack of time (this also caused the much-hated level "Blowtorch and Corkscrew" to be farmed out to Pi Studios, who were responsible for the multiplayer maps of Wolfenstein).
The following weapons were used in the videogame Call of Duty: World at War:
Colt M1911 variant
A confusing and anachronistic M1911 variant is the sidearm of the US Marines in the game and is given to playable character Pvt. Miller in the missions "Little Resistance" and "Hard Landing". It holds eight rounds, when a real M1911 from the period would only hold seven (plus one in the chamber); while standard-size eight-round magazines are available from Wilson Combat, they were not produced until the 1980s. The ammunition capacity in the game is likely a game balancing decision to make the pistol equal to the other sidearms in the game, which all hold 8 rounds. The M1911 also has a straight mainspring housing and a short trigger, indicating an anachronistic Series 80 frame. As such, the pistol has an A1 slide and trigger, a Series 80 frame and an eight-round magazine from the 1980s - a combination unlikely to be found in the hand of a WWII GI.
A secret M1911 variant called the "Holy Pistol" (named after the Holy Hand Grenade of Antioch from Monty Python and the Holy Grail) can be used in the Nazi Zombies map "Nacht Der Unoten" on the PC, by using the "Give All" PC command. It is a visually-identical M1911 that fires high-explosive grenades, and as such is similar to the upgraded M1911s obtained by putting the standard pistol into the "Pack-a-Punch" machines found in the Zombies maps of later games (although these also had an altered appearance).
Nambu Type 14
The Nambu Type 14 is the sidearm used by Imperial Japanese forces in the game. It is the very first firearm obtained in the game, given to the player by Sgt. Sullivan at the beginning of the mission "Semper Fi". The pistol also makes an appearance at the end of the mission after Miller is wounded by a Japanese soldier with a katana, regardless of whether or not the player replaced it during the course of the level. Like most sidearms, the weapon is fairly uncommon and the best way to obtain one is by taking it from a wounded enemy who has entered "Last Stand" mode.
Smith & Wesson Model 27
The most powerful handgun in the game is the Smith & Wesson Model 27 with the front sight and grip of the older Smith & Wesson .357 Registered Magnum, the predecessor of the Model 27. It is only available in multiplayer and can be given by the random weapons box in Nazi Zombies. It should be noted that the Model 27/Registered Magnum never actually saw active service; only US Army General George S. Patton was known to carry a S&W .357 Magnum during WW2. A more realistic choice of service revolver would have been a Smith & Wesson Model 10 or an M1917.
The Tokarev TT-33 is the sidearm of the Red Army and is given to playable character Pvt. Petrenko in the missions "Their Land, Their Blood", "Ring of Steel", "Eviction" and "Downfall". The weapon is fairly effective in the close quarter fighting of the Soviet campaign but due to a lack of ammunition, its use is limited. NPCs may also be seen using the weapon on rare occasions.
The Walther P38 is the standard sidearm of German forces in the game. One can be picked up in the mission "Vendetta" and can be used to unlock the achievement/trophy "Gun Slinger". The weapon is also used against the player at the end of the mission "Downfall" as he is attempting to plant the Soviet flag on the roof of the Reichstag. Like the Nambu Type 14, the weapon is fairly uncommon and the best way to obtain is from enemies who have entered "Last Stand" mode.
The MP40 is the primary submachine gun used by the Germans and is seen in every mission of the Soviet campaign. The "dual magazines" attachment is available in multiplayer, effectively giving it the MP40/I Dual Magazine System, though it is incorrectly fires both magazines continuously, treated like an extended magazine. A sound suppressor and "Aperture Sight" can also be added in MP.
The PPSh-41 is the primary weapon of Sgt. Reznov and first seen in the mission "Vendetta", after he gives Petrenko a scoped Mosin-Nagant. It is also the standard Soviet submachine gun and can be found in abundance towards the end of the Soviet campaign. The version used in singleplayer and Nazi Zombies is loaded with the weapon's trademark 71-round drum magazine while the one available in multiplayer instead uses the smaller 35-round stick magazine by default; the drum magazine has to be unlocked as an attachment.
The Thompson M1A1 fitted with a Cutts compensator is the primary submachine gun used by American forces and is Sgt. Roebuck's main Weapon. In-game, the weapon is visibly modeled with a 30-round magazine, but it only holds 20 rounds. The Create-a-Class icon shows the Thompson without the Cutts compensator.
A Thompson M1928A1 fitted with a straight foregrip and a 30-round stick magazine appears in the hands of the American soldier prominently featured on the box art for the game, although it does not appear in the game itself.
Type 100 submachine gun
The Type 100 is the primary Japanese submachine gun. It seems to be the 1944 model, making its appearance in "Semper Fi", set in 1942, anachronistic. They are also far too common, being depicted as a standard infantry weapon, in the hands of around a third of all Japanese soldiers. Notably, it is held incorrectly by the magazine by the player character, but correctly in third person. Confusingly, enemies with the Type 100 sometimes banzai charge the player, despite the fact that the weapon is never fitted with a bayonet. In multiplayer, a suppressor, "Aperture Sight," and extended magazine can be unlocked for the Type 100.
A full-size Double-barreled shotgun appears in the subway, lying around in the offices. Like the Winchester Model 1897, it is devastating at close range, capable of blowing off heads and limbs. When seen firing in 3rd person or while aiming, the weapon will incorrectly eject a spent cartridge, which is impossible with real double-barreled shotguns as they have no ejection port (although some are capable of automatically ejecting shells once the barrels have been broken open). When the weapon is reloaded, it acts as if none of the shells have been ejected and any empty cartridges will still be inside the gun and are removed manually. The Create-a-Class description in multiplayer states that the weapon is American, although it is found in Eastern Front missions in the campaign.
Sawn-off double-barreled shotgun
The "Sawed-Off" optional attachment for the double-barreled shotgun is self-explanatory. In campaign, this version appears in the asylum in "Ring of Steel," found in the kitchen.
Winchester Model 1897 Trench Gun
Referred to in-game as the "M1897 Trench Gun", the Winchester Model 1897 is Sgt. Sullivan's primary weapon and can be found in numerous American levels. Interestingly, it has different magazine sizes in both singleplayer (six rounds) and multiplayer (four rounds), neither of which is actually correct (the real weapon holds five rounds in the tube magazine, plus one in the chamber; considering how the weapon in-game is always pumped at the end of a reload, the 6-round capacity could not possibly be 5+1, as pumping the weapon would eject the chambered shell). A vertical foregrip (which appears to be a simple wooden handle haphazardly drilled into the original forend) and a M1917 bayonet can be unlocked for use with the Trench Gun in multiplayer.
Arisaka Type 99
The Arisaka Type 99 is the main rifle for the Japanese. Banzai attackers attach Model 30 bayonets to their Arisakas, which are then called "Arisaka Bayonet." A scoped version can also be found in the missions "Semper Fi", "Burn 'em Out" and "Blowtorch and Corkscrew". The weapon is modelled on the earlier Type 99 rifles as it has the monopod, flip up anti-aircraft rear sight, protected front sight, and a plum shaped bolt handle.
The FG 42 appears under the machine guns category, and is the only weapon in this class that can be equipped with a telescopic sight. It incorrectly has a 32-round magazine in singleplayer; this is corrected to 20 rounds in multiplayer.
The Gewehr 43 is the secondary rifle for the Germans and is seen in the missions "Their Land, Their Blood", "Ring of Steel", "Heart of the Reich" and "Downfall". As expected, there are still bullets in the magazine that the player removes when reloading, even if the last shot was fired.
The Karabiner 98k is the main rifle for the German Army. The weapon appears to be modelled after one of the earlier models and not the "Kriegsmodell" as it has a bolt disassembly disc, spring retained barrel bands, cleaning rod, and a protected front sight.
The M1 Carbine is the secondary rifle of American forces and is rarely seen until the mission "Breaking Point", where it can be picked up from most of the American corpses. It is erroneously called an "M1A1 Carbine" in-game, despite not having a folding stock. In MP, unlockable attachments for the carbine include an M3 Carbine-style flash hider, "Aperture Sight," bayonet, and extended box magazine.
The M1 Garand is the standard rifle of the American forces, and is seen in the hands of nearly all of the American Marines. It is depicted as being able to reload partway through an en-bloc clip; while there is facility for unloading the gun without firing every shot, it was not considered practical to do so in combat (since real soldiers don't have a magic invisible ammo hopper that consolidate their spare ammunition neatly into full clips) and American soldiers were generally advised to fire off remaining shots if reloading was necessary. In-game, this is represented by having a mid-clip reload take longer than an empty reload. This rifle, along with the other semi-automatic full cartridge rifles in the game (the SVT-40 and the Gewehr 43) are incorrectly depicted as being weaker than their bolt-action counterparts. While this perfectly reasonable in multiplayer for balancing reasons, it seems unnecessary and incorrect in the campaign and Zombies modes. In addition to a flash hider, bayonet, and rifle grenades, a sniper scope can be unlocked for the Garand in multiplayer, giving it the appearance of the M1C sniper variant.
Mosin Nagant M38 Carbine
The Mosin Nagant M38 Carbine is first given to Petrenko fitted with a scope by Reznov in the mission "Vendetta". In later missions the rifle is found in the hands of Russian soldiers. They are rather abundant in early missions but get scarcer as the game goes on. Due to a graphical error, the bolt never actually opens to expose the breech until the player prepares to load a clip; otherwise it remains solid metal and casings do not actually eject from the rifle itself. All M38's are fitted with downturned bolt handles meant to work with sniper scopes, even the ones that don't have scopes. While not anachronistic, this model of the Mosin Nagant being used is inaccurate due to the M91/30 variant being the standard issue rifle for Soviet forces during the 1930s and throughout World War II. The M38 carbine variant served as a weapon for rear echelon troops.
The Springfield M1903A1 is never seen in single player without a scope, and comes with a scope that can be unlocked in multiplayer. The rifle is not an M1903A4 as it is based off of an A1 and mounts a higher-powered scope than the M73 and M84 scopes commonly used on the A4 variant. The scope mounts are also moved forward towards the barrel and forward receiver to accommodate for its length. The A1 sniper variant was more common in the Pacific (as it was the standard sniper rifle of the USMC), which is why it is also seen in other games set in that theatre rather than the A4.
The secondary Russian rifle is the Tokarev SVT-40. It is seen only in the final two missions "Heart of the Reich" and "Downfall".
The PTRS-41 is always seen with a scope, and as with multiple optic-equipped weapons in the Call of Duty series, the front sight is missing. However, the real rifle was never issued with a scope, apart from field-expedient modifications, which were for spotting purposes only; these scopes were typically PU scopes, not meant for the PTRS, and as such couldn't be properly zeroed (note that in the iOS counterpart Call of Duty: Zombies, the weapon lacks the scope and appropriately uses iron sights, though it has a front sight mounted on the gas block rather than the end of the barrel). The PTRS is first seen in single player during "Vendetta" and much later in "Heart of the Reich" and "Downfall". It is ridiculous to depict a single man firing this weapon from the shoulder; the PTRS-41 is six feet long and weighs forty-five pounds, and unless he was an absolute giant of a man, the immense recoil produced when firing would knock him on his back. A single soldier would only ever be expected to be able to carry the fully assembled rifle for short distances.
The Sturmgewehr 44 is the main support weapon used by the Germans and the only assault rifle in the game. It is rare in earlier levels but becomes more widespread towards the end of the Russian campaign.
Browning Automatic Rifle M1918A2
The M1918A2 Browning Automatic Rifle in classed as a light machine gun in the game. In singleplayer it is never seen without a bipod, but this must be unlocked in multiplayer. It is the starting weapon in "Hard Landing", and can also be found in the trenches in "Burn 'em Out" and being carried by some allied Marines in "Breaking Point" and "Relentless". Like all machine guns in the game, it is capable of blowing limbs and heads off of enemy soldiers.
The Browning M1919A4 is first used with a bipod equipped in the mission "Relentless"; it is seen without a bipod later on in singleplayer. Either way, it would be impractical for it to be used as a man-portable weapon, wherein the M1919A6 variant would have been more suitable for that role. In first-person view, it has a strip of cloth wrapped around the barrel close to the frame acting as a makeshift handguard, but this is absent on the world model. The PBY Catalina in "Black Cats" has M1919s dual-mounted in the bow turret and single gun mounted in the tail turret. It is the last machine gun unlocked in multiplayer. It seems that the Browning machine gun for infantry use in the game is an M1919A4, but it can be fitted with a bipod which was only available for the M1919A6 version. It is also erroneously shown as the turret gun for the Soviet T-34 tank in both singleplayer campaign and multiplayer. A more accurate turret gun would be a mounted DP-28 (which is already in the game) or possibly the SG-43.
The Degtyaryev DP-28 is only featured in multiplayer. It has decent power, but poor aim speed, running speed and reloading speed.
When starting up the game, archival footage of Wehrmacht soldiers firing a MG34 is shown during the title reels. It is replaced by the man-portable MG42 in the game, though German tanks also probably mount the Panzerlauf version.
The MG42 is the main machine gun used by the German Army, found both as a mounted weapon and a man-portable version. The version that can be picked up by the player incorrectly uses a 125-round belt drum in singleplayer and Nazi Zombies, although this is corrected to 50 rounds in multiplayer.
Type 99 light machine gun
The Type 99 is the main Japanese light machine gun. It incorrectly holds 32 rounds in singleplayer, but correctly 30 in multiplayer. The bipod and a bayonet can be unlocked as attachments for the Type 99 in multiplayer.
Miller picks up an M9A1 Bazooka to destroy the Japanese tanks during the assault on Peleliu airfield in "Hard Landing". It is also used by two Soviet Soldiers in the level "Downfall". It is one of the immediately unlocked Perks when "Create a Class" is unlocked.
Although not a gameplay weapon, the Panzerfaust appears in the cutscene of the campaign level "Blood and Iron".
The Panzerschreck is the main rocket launcher for the German Army and is seen in every mission of the Soviet campaign except "Vendetta".
A Browning M2 (or possibly the M3 given the high RoF) fitted with a reflector gunsight is mounted in each of the Catalina's waist blisters in "Black Cats".
Oerlikon 20mm Cannon
In "Black Cats", the player's Catalina is armed with twin Oerlikon 20mm Cannons under the bow turret. This is not part of any standard Catalina fit, but was reported as a field modification to "Black Cat" Catalinas in the Pacific; however, it required the removal of the twin M1919s in the bow turret, which are still present on the game's Catalina.
Type 92 Heavy Machine Gun
The Type 92 heavy machine gun is the main Japanese heavy machine gun and is found in every mission of the American campaign except "Black Cats".
Type 97 light machine gun
The Type 97 light machine gun is mounted on Japanese Type 97 Chi-Ha tanks.
Grenades & Explosives
Dyakonov Grenade Launcher
The Dyakonov Rifle Grenade Launcher can be attached to the Mosin Nagant M38 Carbine.
Gewehrgranatengerät Grenade Launcher
The Gewehrgranatengerät Rifle Grenade Launcher can be attached to the Karabiner 98k, the Gewehr 43, and the Arisaka Type 99 rather than the latter's appropriate Type 2 launcher.
M7 Grenade Launcher
The M7 rifle grenade launcher is a muzzle device that attaches to the M1 Garand and is used a few times in the Pacific campaign; the first time is during the mission "Hard Landing" when the American force is attacking Japanese Type 96 25mm triple installations at the airfield on Peleliu Island. It is used to launch Mk 2 hand grenades fitted with M1A1 rifle grenade adapters (this is anachronistic as the M1 adapter, which featured 4 claws and no stabilizing cup, was the only variant used during the war). In multiplayer, it can be attached to the M1 Garand and to the Springfield M1903A1 (which should use an M1 grenade launcher). There is a slight error in how they are presented: mounting one would normally require the rifle to first be emptied, then individual blank cartridges loaded for each shot fired; in game, they're simply attached and fired. In addition, the rifle would have to be braced with the stock against the ground or held under the user's shoulder while firing, but the player character does not change stance.
It also incorrectly allows semi-automatic fire from the Garand while mounted: the wartime M7 could not do this.
AN/M8 Smoke Grenade
The AN/M8 smoke grenade is used as the standard smoke grenade in the American campaign.
M18 smoke grenade
The M18 smoke grenade is used as the "Tabun Gas" grenade in multiplayer. Tabun was the first nerve gas ever produced and the first of the "G-series" of non-persistent nerve agents, GA (Tabun), GB (Sarin), GD (Soman) and GF (Cyclosarin), being discovered accidentally by German scientists working on organophosphate insecticides in 1936. While over 12,500 tons of the chemical were produced during the war, it was only ever put into air-dropped bombs and artillery shells, not grenades, and was never used in combat.
Mk 2 hand grenade
The Mk 2 hand grenade is the standard American grenade in singleplayer and is the only frag grenade in multiplayer. It should also be noted that in the first mission, "Semper Fi", the Mk 2 is shown with the olive drab color. This is anachronistic as the mission is set in 1942 and Mk 2 hand grenades were completely yellow prior to 1943.
Model 24 Stielhandgranate
The Model 24 Stielhandgranate "Potato Masher" is the principle hand grenade used by the Germans, and is also the only hand grenade available in the Nazi Zombies mode.
No. 74 MK. 1 S.T. Grenade
Though there are no British troops in the game, the British No. 74 S.T. Grenade is available. This is the only in-game remainder of a planned British campaign that was cut for time reasons during development.
RGD-33 hand grenade
The RGD-33 is the standard Soviet hand grenade.
The S-Mine is available in-game, referred to by its famous nickname, the "Bouncing Betty". When placed, it will remain inert until an enemy moves near it, at which point it will leap upwards, before detonating at chest height.
TNT appears in the game as the main component of mission-specific demolition charges used to destroy specific targets in the campaign, and is available in the first perk tier in multiplayer.
Type 97 hand grenade
The Type 97 hand grenade is the main Japanese hand grenade.
Type 1 47mm Anti-Tank Gun
Japanese soldiers use several Type 1 47mm Anti-Tank Guns during the singleplayer campaign.
Type 97 81-mm Infantry Mortar
The Type 97 Mortar is used by Japenese soldiers in the Level Burn 'em out.
Type 96 AT / AA Gun
Japanese Type 96 AT / AA guns in triple mountings can be seen in several of the Pacific levels and commandeered by the player sometimes; per series traditions for large crew-served weapons, the gun has infinite ammunition (rather than 15-round magazines for each gun) and the player character is able to substitute for a nine-man crew by themselves.
B-4 M1931 howitzer
Archive footage in the game shows several of these 18-ton 203mm howitzers during the introduction to the Soviet campaign's Berlin levels; they are seen being used in the direct fire role, shooting down streets with their barrels level. They do not appear during gameplay.
8.8 cm Pak 43/41
A the beginning of the mission "Heart of the Reich" Soviet soldiers fire two 8.8 cm Pak 43/41s at the Reichstag building. Unfortunately the gun breech on the model is static and there is no model for the round they are inserting, leading to the disagreeable impression that the player has encountered a group of elite Soviet combat mimes.
8.8 cm FlaK 37
German soldiers defend the Reichstag-Building with various 8.8 cm FlaK 37 AA-Guns. The models are the same as in Call of Duty 3.
The player first acquires an M2 Flamethrower from the hands of a fallen Marine who is killed trying to clear a machine gun nest in "Hard Landing". In the levels "Burn Em' Out" and "Blowtorch and Corkscrew", Miller (rather appropriately) starts with the weapon. It has infinite fuel, but to prevent endless streams of fire the weapon is managed by an overheat gauge; firing for too long will fill the gauge, at which point the weapon will refuse to fire until it has cooled down.